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  1. You're right, thanks for pointing that out. I edited all my bug reports to follow that instruction.
  2. The Recruit screen doesn't seem to care about living space in your base. I managed to recruit everybody in the proposed pool of soldiers; 10 more than my maximum.
  3. I wanted to throw a grenade to the alien to the left. My soldier was in front of the door (where the blood stains are). The throwing indicator did show a big red 0%, but I decided to go for it anyway. The grenade exploded against the door and see the result below I managed to throw a suppression grenade in the center of the room before, so it must be an angle issue. Also note how the grenade destroyed the two walls next to the door, but not the door.
  4. An alien approached my Shotgun soldier, the camera jumped to show a Reaction-fire: Shotgun sound Dead alien sound Quick "HIDDEN ACTION" panel (barely seen it) New turn...Shotgun sound simultaneously It was as-if the sound looped through the new turn, or something.
  5. This alien it on a small high-point, and has a 30% bonus for some reason (although it is fully exposed). Not sure if super unlucky or bug, but none of my five soldiers, including a heavy weapon, managed to hit him. All the bullet ended in the slope.
  6. I'm in a mission, second turn, I hit ESC to open the option menu, Save, click "TEST" (my savegame), then "SAVE GAME". *click* The sound plays, but nothing happens. *click click click* nothing. I tried deleting my save, it works. I tried to enter another filename, *click* nothing.
  7. Sorting soldiers by TUs don't work correctly. I tested most of the other columns and they seem to be okay, except for TUs. PS: Where is v1.2 changelog ?
  8. Is this the right URL ? It seems to link to this same post.
  9. Just to report that all the crashes I had from yesterday are now fixed. Good work ! See in the Yandros post's screenshot (above), PRIMARY and BELT item tabs are both highlighted When you are in the "Mission Planning", and open a soldier's loadout, there is no RETURN button: You have to press the ESC key to return to the ship view. Right at the mission start, the game can get stuck (see screenshot below): The UI is missing, clicking does nothing, keys to move the camera won't work. The music and animations are running, but I had to force-quit the game with ALT+F4. This save seems to reproduce the issue systematically : freeze.7z . I also put the Exception at the bottom of this post. AZERTY (or other keyboard types) is not recognized automatically when you start the game for the first time. The default key configuration should adapt to the user's language. Performance: Very good in fantastic mode, except during Alien's turn: The camera is super laggy, jumps, and misses the short actions (reduce the AI thread's priority?). Camera is a bit sluggish when trying to follow the alien movements. In combat: RIGHT-CLICK on the grenade won't allow you to change grenade type. MIDDLE-DRAG and RIGHT-DRAG won't move the camera (it should) CTRL+WHEEL (or another combinaison) won't rotate the camera RIGHT-CLICK won't cancel a grenade throw (ESC does) LEFT-CLICK on the grenade in your belt makes the ammo icon disappear (see screenshot below) Dropping your weapon on the ground won't lock (grey) the Overwatch options (omg, you can disable overwatch, my dream comes true!) I had a weird Debug display when throwing a Sleeping Gas Grenade (see screenshot below) When dropping your weapon on the ground, the main hand shows either an empty Medikit or C4 (I just started the mission, why is it empty?) In combat, but not bugs: Please put the green TUs bar above the red Health bar (just like in X:CE), same in the tiny vertical bars, it should be on the left, health in the middle Throwing a grenade with empty hands is not cheaper I don't really like the "Hidden movement" panel. A more subtle, transparent animated text maybe. During Overwatch's reaction fire, the camera shows the alien, but not your reacting soldier. Action cam suggestion? (open a small cam window in a corner to show your soldier shooting) 2018-11-30 03:47:13,616 [FATAL] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:439) A fatal error occurred during Update() - System.NullReferenceException: Object reference not set to an instance of an object at Xenonauts.GroundCombat.Systems.Objectives.KillTeamGCObjective.<GetTargets>m__0 (Artitas.Entity t) [0x00001] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\Objectives\KillTeamGCObjective.cs:38 at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Artitas.Entity,Artitas.Entity].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Artitas.Entity].AddEnumerable (IEnumerable`1 enumerable) [0x0001a] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128 at System.Collections.Generic.List`1[Artitas.Entity]..ctor (IEnumerable`1 collection) [0x00025] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65 at System.Linq.Enumerable.ToList[Entity] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at Xenonauts.GroundCombat.Systems.Objectives.KillTeamGCObjective.GetTargets () [0x00002] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\Objectives\KillTeamGCObjective.cs:38 at Xenonauts.GroundCombat.Systems.Objectives.EntityStatusGCObjective.Check () [0x00014] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\Objectives\EntityStatusGCObjective.cs:127 at Xenonauts.GroundCombat.Systems.Objectives.KillTeamGCObjective.CheckAtBeginOfTurn (Xenonauts.GroundCombat.Events.PostPlayerTurnStartReport r) [0x00002] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\Objectives\KillTeamGCObjective.cs:31 at (wrapper delegate-invoke) System.Func`3<Xenonauts.GroundCombat.Systems.Objectives.KillTeamGCObjective, Xenonauts.GroundCombat.Events.PostPlayerTurnStartReport, Xenonauts.Common.Systems.Objective/Result>:invoke_Objective/Result__this___KillTeamGCObjective_PostPlayerTurnStartReport (Xenonauts.GroundCombat.Systems.Objectives.KillTeamGCObjective,Xenonauts.GroundCombat.Events.PostPlayerTurnStartReport) at Artitas.Core.Utils.ExpressionUtil+<FunctionFromMethodInfoFactory>c__AnonStorey0`6[Xenonauts.Common.Systems.Objective,Xenonauts.GroundCombat.Events.PostPlayerTurnStartReport,Xenonauts.Common.Systems.Objective+Result,Xenonauts.GroundCombat.Systems.Objectives.KillTeamGCObjective,Artitas.IEvent,Xenonauts.Common.Systems.Objective+Result].<>m__0 (Xenonauts.Common.Systems.Objective target, IEvent param) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Utils\ExpressionUtil.cs:133 at Xenonauts.Common.Systems.Objective.Check (IEvent event) [0x00037] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Common\Systems\ObjectiveSystem.cs:68 at Xenonauts.Common.Systems.ObjectiveSystem.Handle (IEvent trigger) [0x0003c] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Common\Systems\ObjectiveSystem.cs:105 at Artitas.DefaultProcessStrategy.Process (IEvent event) [0x001c6] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:808 at Artitas.DefaultProcessStrategy.Process () [0x00024] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:751 at Artitas.World.Process () [0x00007] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:621 at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00032] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\DataStructures\WorldManagedScreen.cs:49 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\ScreenManager.cs:149 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:436
  10. It was the same UFO when I reloaded. I just retried to find another Probe, Air-combat, CTD. Find the Probe again, skip Air-combat, Launch mission, CTD. I tried to wait for a Scout, but the Geoscape CTD when using max-speed. Reload, found a Scout, Launch mission. CTD. Changed graphical settings to "fastest", disabled VSync, Windowed; Reload, Launch mission. CTD. I joined a save with this post. It was a Probe. My moves: Forward two times Shot missile on the right, then Shot the other missile End Turn The UFO shots me, CTD on hit. EDIT: The Geoscape CTD always occurs the 8 January at midnight. auto_save_0009.7z
  11. Are you getting any crashes? CTD while in the geoscape. When it occured, I never managed to catch an UFO (they are faster than my unique plane). The plane was returning to base, and some UFOs were moving out of radar range. CTD during the first UFO turn in air-combat. The UFO shot a missile on me, and it CTD when the missile hit my plane. Reloaded, CTD again precisely at the same moment. I used auto-resolve to skip this crash. CTD when sending my men to a crashed-UFO, after clicking "Launch mission", as soon as the plane arrives on the crash-site. I did this three times in a row. Impossible to start the mission. Currently, I am not able to start a mission. I'll have to stop my testing here. Do the graphics / UI display correctly on your monitor? Windowed mode doesn't offer the right resolution, you can't change the window's size once the game started (1920x1200 max in the loader) Fullscreen do offer the right resolution (3440x1440 ultra-wide native), but some screens show a strange effect on the left and right borders. (screenshot attached at the end of post) The issues above seems to be related to my dual-screens. The screen resolutions change depending on the screen I choose, but they still are not the right resolutions. Are any parts of the UI confusing or difficult to use? Settings: A "close" button at the bottom would be more instinctive than the tiny cross button on the top-right corner Base name choice: Selected text (with shift+arrows, or CTRL+A) doesn't appear but seems to work. The cursor moves up a few pixels when the inputbox is empty. Can't input latin characters (UTF-8) like "éèàç". Save: The inputbox to choose a save filename isn't obvious. I had to click everywhere to find it. When saving again, the name is empty, and I'm not sure it saved anything. Armory: When renaming a soldier, the input appears beneath the rank "Prv.", unreadable. A random name appears when the inputbox is empty. Armory: The "Assault" button, to change loadout, doesn't seem to work. Armory: When dragging an object with the mouse, it appears way off the mouse, as if there is a (X,Y) multiplier to know where to place the sprite under the mouse. This multiplier is wrong. This is only a graphical glitch, the UI works correctly based on the mouse position. The "unassigned" buttons for Research and Engineers are confusing. Can you recruit searchers at all?
  12. Heh sorry 'bout that, I don't use easy modes, I play with the patched XDivision 0.99.11 in normal difficulty. The autoresolve often gave me 100% win while I barely managed to do 50% damage to the alien ship before being shot down. So either I am utterly bad at it, either something's wrong in the calculator. These were with one or two F-17 against Scouts or Fighters. Next time I'll take notes when this occurs.
  13. I began a new game, normal difficulty, with XDivision and did five missions (3 small scouts and 2 large scouts). Ended up with one soldier dead because of a mistake on my part while assaulting a medium scout. The feeling in combat of 0.99.11 was already much better than the first 0.99, great work. I'm not fond of the closed UFO doors and the removal of the "peeking outside AI" but I understand why it is that way. I've observed the AI run aggressively toward my guys when confident, take cover or run away when under heavy fire, or use grenades which didn't kill my guys right away but suppressed them and infected heavy pain. That was all good. The heavy-weapon guy, with a machine gun, can really shot often. The TUs used by the machine gun seems to be way too low. As for the bugs, you can duplicate medpacks (put one in your hand then take it back, the ghost in the left hand turns into a second medpack). And reloading is lacking sounds. You can also shoot 10 bullets but have only 3 in your loader. The debriefing screen shown alien corpses sold for $1 (weird), I guess that's because you can't destroy them? You get very few money from the mission, but again I guess you can sell alien artifacts if you need money. The total earned is not easy to read because it doesn't have a black background. Also my Corporals didn't get a promotion even after a few missions, which was surprising since in the vanilla XCE they usually get promoted at their first or second mission. The soldiers stats are back to the common 50 medium values when hiring (instead of the 70 I seen in the first 0.99, which was weird). So, not superhumans. Training will have to be done on the field. The air combat is incredibly difficult with F-17, which somehow makes it gratifying and interesting. I got absolutely crushed by an alien fighter, the small scouts gave in a harsh fight, and the medium scouts where too strong for me, I had to catch them when landed. They land very often by the way (which is strange). Autoresolve is totally off and wrong by the way, you may want to just remove it completely. The science projects to disassemble the first alien weapons are incredibly fast (way too fast), and the desc of the science does not provide any information about the possible outcomes of the research or what they are going to do. This goes along with the Xenopedia articles which really lack a ton of information. I'm not asking about Lore here, but useful informations would be amazing (it replaces the features documentation, basically). Finishing a weapon science seems to enable an identical weapon in your workshop, but it needs an alien core... although my guys have no idea what an alien core is since they never seen any. Maybe there's a science step lacking here. Building a Hunter car was incredibly fast (way too fast). I like the fact that the hunter car is cheap and quick to build, but it shouldn't be "free" like it is right now. Will continue testing, so far it's a lots of fun.
  14. Lots of good things in XCE. About the balance mod, I don't agree with Telefrag for a few reasons. The alien technology is supposed to be evolved, I don't see them build telepods which are potentially deadly everytime you use them (nobody would put a foot in these butchery machines). Secondly, it is a truely an unfair death if you are stuck on a telepod at the end of your turn, unable to move away, then an alien decides to use it. The Telepods should inverse the pods contents upon use. So, if an alien teleports and you are on the other side, your soldier may end up inside the alien ship in front of two other aliens. The same occurs if an alien is on the other telepod and you want to go in. This time, the alien will be teleported down, right in front of your soldiers if they are all grouped downstairs. This would be funnier to play, and less unfair. Also more pleasant if you are the one forcing the alien to teleport down.
  15. Thanks for your reply Charon. I don't plan to stream a beta version anyway, I just wanted to give it a private try. I don't think you need to write a whole story (unless you really find someone passionate). The most important things are : - Correct sentences with decent grammar and few typoes. The few text entries I seen were quickly thrown at the player's face and not very appealing, although, the pictures are really cool (good job there). - A short description of the object with what it is, what it does, its strengths and weaknesses, its stats. XCom was hard as fuck, so I don't mind difficulty as long as failing doesn't mean game over or reloading a save. I've already managed to fail-win a mission by taking an unconscious corpse in my backpack and run to the Charlie to escape with my prisoner. Maybe you should provide a mid-game and end-game save (or mod) for people to test the game from there.
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