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Slackwork

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  1. v19.5 Just finished some testing on this and I believe I've figured out most of the behavior of the bug and found a lead to its cause. I have two save files which I think displays the culprit behind the crash. Behavior An escorted UFO which normally causes a crash on land will not do so over the sea. Combining this with the facts that a squadron of alien fighters does not cause the crash and all forms of larger UFOs have been reported as causing the crash (and in my testing as well) but I haven't heard of an escorted bomber or strike cruiser causing it, (Update: I finally got an escorted bomber, no crash as I expected. I'm now certain its the crash site spawn where the problem occurs) I strongly suspect that the issue which causes the crash occurs when the game tries to spawn the crash site. Also given the wide variety of crash site capable ships involved and something else I discovered during my testing I think the issue is within the escort fighters. Most importantly, when I eliminated the fighters and retreated from one such group I discovered a strange behavior which I've found is consistent across all other such groups that I tested. When I returned I discovered that one of the destroyed fighters had been brought back from the dead. I suspect there is a bug preventing the proper deletion of this fighter and that the "phantom" fighter is created during air combat, based on the fact the an outright victory will cause the crash. Opening air combat and zooming in on one of these phantom fighters shows that the fighter is at "100%" damage and "destroyed" however the fighter behaves regularly, and even shoots at you. The zombie fighter can be destroyed without issue. Destroying the larger UFO but leaving the phantom alive causes a crash like normal; however, if you destroy the phantom along with its big brother the game doesn't crash and reloads the Geoscape properly. It is for this reason more than any other I believe that this fighter is an (if not the) integral component in the behavior of this bug. In Short: Escorted UFOs which cause the crash only cause the crash then over land. I believe that the crash occurs during the creation of a new crash site. Striping the UFO of its escorts results in the creation of a "phantom" fighter and I believe that it is present but not displayed during air combat. I believe the presence of this phantom fighter while the game tries to create a crash site some how causes bad interactions which cause the game to crash. Save Files: Here are two save files showing examples of phantom fighters: http://www.fileconvoy.com/dfl.php?id=g15866d944be99c7b999339689b005150e43976652 In the save "Phantom Fighter" the UFO with the phantom is UFO-69 and in "Phantom Question" it's in UFO-70. I have set it up so that it should be easy to intercept these UFOs and with only a little more work you should be able to witness all of the behaviors I've referenced. I hope this was helpful and good luck swatting this bug.
  2. I agree with Dranak, grenade over damage has gone a long way toward balancing them. I particularly like that it does so without reducing grenades to the useless end of the dichotomous scale most games seem to balance grenades around. Throughout v19.4 I was slowly becoming a grenade convert but now that each grenade kill costs me loot I've switched primarily back to actually using my guns. (shocking I know) Now I only use them in "oh shit" moments where I need to clear some hostiles quickly or to soften a target for standard fire to finish the job. This seems like a very nice place for grenades to be at.
  3. Oops, didn't see it. My bad. Thank you for telling me, I'll be sure to post any experimental build reports in there in the future. If it gets moved, it gets moved; so long as it is helpful there is no issue.
  4. <p><p><p>Thank you. It was no trouble.</p></p></p>

  5. <p><p><p>Welcome to the forums! </p></p></p>

    <p><p><p>Thanks for the19.5 bug list too. Always handy seeing it collated.</p></p></p>

  6. I like the changes to stun grenades so far, they seem moderately more useful now that three of them can stun a Sebillian with the initial stun. Out of interest, have stun grenades always done damage to props? I ask because of the recent landing ship mission I did. The last Sebillian managed to escape to one of the reactor rooms, leaving me to try to dislodge him without detonating it. I couldn't get close with stun batons so I tried stun grenades but received an unpleasant surprise when the reactor suddenly exploded after the second grenade. Has it always been this way or is this new?
  7. Greetings, this is my first post on these forums but I've been enthusiastic about how Xenonauts is turning out so far and wanted to help anyway I can. To that end I wanted to post a list of all the major bugs I have come across so far which have majorly affected game play for me right now. Since I have several bugs from all aspects of game play I decided to post them in a compiled list rather than precisely following the formula prescribed by the sticky and spamming the forum with several threads all at once. Beginning note: I'm currently playing from a game I started under v19.5 (as I'm several months in and want to see how far I can get before starting clean) so some of my bugs may be unique to my situation but several of the bugs I've seen were there in v19.4 as well. As such I will try to clarify whether I saw the bug pre-v19.5 to the best of my memory. For now I won't provide save files but if they are wanted for any bug I will post them for you but since I didn't decide to post this until recently, some of the stranger bugs I've witnessed I don't have a save file on to post and don't know when (or if) I will be able to replicate them to provide a one. This also means I don't currently have saves for even some of the more regular saves but I will be trying to collect a set of them as I play. If any are wanted just ask. Geoscape Laser Gatling can't be transferred ISSUE: The Laser Gatling's value seems to be set to zero now, which I assume is a mistake or strange error. This prevents the player from making any of the cost back if they decide to sell it but it also prevents its transfer to another base, presumably because the game requires the transfer to cost some amount of cash. WORKAROUND: Fortunately there is an easy workaround for this bug so it isn't as major issue but it still is a major annoyance and I almost gave up on outfitting my aircraft with them for this version before I noticed the 0 under value and was able to figure out what was wrong. The workaround is to send something else with value along with the Laser Gatlings to give the transfer a cost, a single alien alloy will do. Air Combat Game crash on win against escorted crash-able ship ISSUE: This one seems to be fairly well known but I wanted to mention it encase a save file was wanted to test it. Also, mine may be slightly different from the one everyone else is reporting. If memory serves, (and it often doesn't) the version of this crash bug I've seen mentioned seems to be simply three Xenonaut aircraft vs. three UFOs causing a crash. Mine crashes in this scenario only when two specific circumstances are in affect. First, I can shoot down three fighters with three aircraft to my hearts content but if its an escorted UFO which can spawn a Crash Site (not absolutely sure, haven't gotten an escorted bomber or strike cruiser to test yet) I cannot engage it successfully with a three aircraft squadron. Secondly, I can lose or run away from the battle while using three aircraft without a crash but I cannot win. When the game should be reopening the Geoscape after a win the game immediately, and consistently, crashes. SPECIFICS OF MY TEST: During my last experience with this I was using a Foxtrot with two condors with standard guns and alienium missiles/torpedoes. The UFOs were two fighters and a cruiser. I could consistently win but each time the game would crash. I tried several combinations of results to see if I could get through it, including (for lack of a better idea) deliberately sacrificing a Condor or my Foxtrot to see if it would load with only two aircraft on the map, no luck. WHAT I HAVE NOT TESTED YET: Not that I think it would work, but I couldn't try sacrificing two aircraft because I was just barely killing the Cruiser as it was. As mentioned I haven't tested a larger non-crash site UFO yet since my game hasn't given me the chance. I have seen a bomber but not an escorted one, hopefully I can test this soon. My base at the time was only able to support those three craft and the only way I could shoot them down was with all three. So I wasn't able to test if I the crash was directly related to the number of aircraft in the squadron or inherent in the escorted UFO group. Hopefully, now that my bases are getting a little more advanced and cash is becoming less of an issue, I will be able to test different combinations and squadron sizes soon. HYPOTHESIS: My current hypothesis is that the problem is related to the crash site spawning since it occurs to me that the crash always occurred around the same time that the Geoscape should be loading back up and that one of the primary differences between a defeat/retreat and a victory is the spawning of the crash site but could also be the destruction of the alien squadron. I hope to get an escorted bomber soon so I can test this. Ground Combat Always on Hidden Movement Screen ISSUE: From lurking the forums this issue seems to be fairly common but despite this I've heard the devs have had a hard time replicating it so I thought it worth mentioning (and if a save file is still desired). In my game its always on, every time, during the alien/civilian turn. IMPORTANCE: This bug is a MASSIVE annoyance and needs to be addressed as quickly as possible, as the obstruction preventing you from seeing what's happening to your soldiers turns an otherwise painful but acceptable outcome into "bullshit" and causes a save scrum. This, or at least my, sense of unfairness from this probably has to do with the inability to see the misses as well as the hits so when your turn rolls around it seems like you just suddenly lose your soldier(s). I've had this bug since I switched from the stable build to the experimental and have noticed that I increasingly resort to 'redoing' the turn the more I get annoyed with the hidden movement screen. No Aliens in Crash Site ISSUE: This happened shortly after loading v19.5 for the first time. I shot down a UFO and entered the ground mission all normally but after I ended my turn the mission successful screen abruptly appeared. Apparently, the game didn't load aliens into the map for some reason and it took ending the turn to make it realize it and end the mission. I got the loot from the ship itself but there was no aliens dead, nor weapons dropped to sell. It was a one time thing however and I was able to play after the mission with no noticeable ill effects. SAVE FILE PROSPECTS: This is was a weird one, so strange that I went back to my initial ground combat save and created a special save so I could post it if I wanted to. Unfortunately, I seem to have deleted it without thinking sometime over the last few days and haven't experienced it since so I may never be able to provide a save displaying it, sorry. Prop destruction isn't being saved ISSUE: I believe this is new to v19.5 as I don't remember it in v19.4 but it is persistent and highly exploitable. In essence, saves no longer properly save the the damage done to the map, from the scorch marks on the floor to the destruction of the walls and other props in the map. Strangely, sometimes this doesn't happen to some props which do remain broken even through a save, in no discernible pattern; even stranger, it seems that sometimes the same save file will repair a prop it left destroyed on a previous load. However, the vast majority of the props get "repaired" upon reload. EXPLOIT POTENTIAL: Initially I didn't think this was all that bad a bug but then I realized how easy it is to exploit. One of the major difficulties in ground combat is finding a safe way to approach the aliens and by simply saving and reloading at the beginning of a turn can fix the covering wall between you and your target providing protection to your units. Thanks to the way aliens tend to see through walls right now it isn't very helpful at preventing the aliens from firing at you, nor does it provide a powerful shield to your units since most alien weapons will blow through a wall in one shoot. But it does allow you to absorb one or two of the alien's shots without risk to your units. ANNOYANCE: For the same reason its exploitable, it is also an annoyance to the player. Just as the aliens have to shoot through the repaired cover so do you. Meaning that in a prolonged firefight against a well fortified group of aliens (like those you can find in alien base missions) if something happens to make you reload the aliens can regain all the cover you had destroyed, making it even more difficult to dislodge them. In short, this bug is a double edged sword. Medkits break randomly ISSUE: Med-kits inconsistently "break" in v19.5 in no discernible pattern. When his happens I have to try several Med-kits before I find one which will work, as the only apparent difference between them is whether they will heal when you try to use them or not. A "broken" Med-kit won't work regardless of the solider you try to use it on. Additionally, the number of broken Med-kits per mission seems to be random (haven't sat down to test this yet) since sometimes I go through the entire team searching for a working Med-kit and come up dry and other times I find a number of working Med-kits quickly. Adron corpses become Caesan corpses upon reload ISSUE: This is a minor cosmetic issue but I figured I'd include it since it annoys me to no end. As the title says, an Adron corpse becomes a Caesan corpse when you load a ground combat save. The game however, seems to correctly keep track of them as Adron corpses in the after action screen, as far as I remember at least. (Edit: upon further review the corpse is still correctly identified in the tool-tip on the inventory screen so it seems to just be a graphical issue) So it doesn't affect game play in any noticeable fashion but there's something off-putting about the wrong corpse being displayed during a mission. I hope this was helpful and apologize for any wordiness/unnecessary-details in this long post, I tend to get that way when I'm trying to explain something in-depth. Edit: Forgot one. Geoscape Equipment Screen Crash ISSUE: The game consistently crashes after a specific series of events. If you change bases with the equipment screen open and then try to move or add equipment (removing is fine) on another character (which base doesn't matter) without first returning to the map or switching tabs on the base menu will result in a crash. This crash is very specific, any deviation from this pattern will prevent the crash.
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