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behroozwolf

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  1. Got the same thing, 'invincible' alien with weird movement noises. Had four soldiers with various guns put about 20 shots into it over two turns... ...and then I gave up on guns and started using rockets and grenades. That was much more effective. Not invincible, myth busted! I suspect Quartermaster's explanation of an advanced alien with the caesan sprite is correct.
  2. Known bug, weight doubling issue affects two-handed weapons in use when the transport craft that a soldier is assigned to returns to base, on the list to be sorted out.
  3. Each burst currently uses three out of the five ammo in the clip, although I still love the MG 'cause it just seems to kill aliens better. Also, I'm pretty sure that if a burst shot kills an alien, they don't 'die' and stop blocking the line of fire until after the last shot in the burst is fired. At least, I've been trying to use the MG as a room-clearer hoping to be able to kill more than one alien with a burst, and it always kills the first alien but hasn't yet killed the second alien behind that I'm actually aiming for. Maybe just bad luck.
  4. OK, now I'm confused. Does fire mode specifically aim at the individual 3-D coordinates of the scenery at the point that the cursor is over when you attempt to fire? Huh. That'd actually be pretty cool. I thought that it always aimed directly at the centroid of the targeted cube, since that's where an alien would be standing and where the crosshairs renders now. If de-centered aiming is the case... maybe a green glowing dot sprite as a placeholder rendered at the targeted point?
  5. Like many other people, I sometimes have trouble clicking exactly where I need to in order to interact with a partially-obstructed target. So, I suggest some hotkey modifiers that change how the selection cursor works. First: Either the default cursor behavior, or perhaps holding ctrl should change the normal cursor to a 'box' cursor like the original xcom one that disregards obstructions and highlights the selectable square. It was a really good idea that works really well in an isometric environment. Perhaps an interface option to set which is default and use ctrl to switch between them? Second: Holding alt or another hotkey should change the targeting selection to aim at the center of ground-level for the selected tile. KABLOOEY! I'm sure we can think of some more possibly useful selection modes. Anyone else have any ideas?
  6. Looks like a 'ghost' UFO is being loaded in any time you load a save with an active crash site. Workaround - If there are no active crash sites, saving again and then re-loading the new save appears to get rid of the ghost UFO icons.
  7. The ghost UFO icon does not re-appear if you save after the original crash site is no longer on the geoscape (successful mission in this case) and then reload that saved game. It appears this bug is probably happening with the ghost UFO being loaded in incorrectly from any saved game with an active crash site, but is not persistent to future saves without an active crash site.
  8. [v8.2] - Increasing soldier weight bug. If a soldier is carrying a two-handed weapon, the weight penalty of that weapon is doubled when the transport that the soldier is assigned to returns to base. The weapon's weight is not properly updated until the player drags the weapon in inventory, at which time the weight is properly calculated again. This doubling does not happen for one-handed items or weapons held in the primary slot. 2-handed weapons appear to have their weight counted for both slots that they appear in when weight is re-calculated during the process of the soldier being handed off from transport inventory back to available in the base, resulting in the bug where soldier carried weights are incorrect without dragging weapons around.
  9. v8.2, loading a game where there is an active UFO crash site has that UFO's original intercept show up as a 'ghost' locked to its original position on the player's screen, ghost icon doesn't move if geoscape is scrolled, can be clicked on to 'intercept' as normal, sends interceptors to the crash site.
  10. The Missions/Kills stat in the Personnel tab and when viewing individual soldiers shows 0 missions 0 kills for all of my soldiers.
  11. Noticed this also. May be tied to soldiers who just had a strength attribute increase, the ones that I noticed had just gone up seemed to be affected.
  12. [7.5.1 - Ground Combat] AP penalty for carried weight does not change. In the inventory screen in ground combat, picking up or dropping items updates the carried weight and "AP after Penalties" fields. Unfortunately, this does not have any effect on the actual AP available to each soldier at the beginning of the next turn. Actual max AP does not change from what it was with the soldier's original loadout at mission start.
  13. ^^ Epic. Two thumbs up for that idea. ^^ I like where Gazz is going, although I want more possibilities for unpredictable behavior-- collapsing buildings are totally chaotic and with the right framework we can make it more intuitive and even more fun. So, some quick thoughts: Remaining HP affects support strength: It feels intuitive that causing additional damage should make structures more likely to collapse, even if no tiles are immediately destroyed. Weight the floor-supporting value (Gazz's Pass 2) contributed by damaged tiles based on the % of tile HP remaining. Damaged tiles at full HP counting as 0.75 supporting tiles, linear reduction down to 0 support at 0 HP. Randomize Collapse Patterns: Obvious artificial patterns are distracting, the results will look a lot better if we add some noise. Assign a random strength modifier for collapse purposes to each tile at map start that directly raises/lowers that tile's support requirements. +/- 20% is probably a good place to start tweaking. Delayed collapses for unstable areas: Randomized tile modifiers can also give a framework for delayed collapses in an intuitive way-- once the dust has settled, it's probably safe. At the end of each turn, re-roll the random modifiers for all tiles that are within 2 tiles of dense smoke/dust or fire, apply fire damage, then run a collapse cycle. Boom! Delayed collapses! Weight and Instability: Heavy objects put more stress on damaged floors. Tiles with objects sitting on them should receive a negative modifier for collapse purposes. Quick and dirty option: weighted modifier based on the cover value of the object. People and vehicles: People are heavy too. Each time a unit steps onto a tile, run a check with an additional weight modifier to see if the floor is likely to collapse. Critical fail above a certain threshold = instant collapse cycle, normal fail plays a creaking noise, interrupts Player's movement, and pops a dust/smoke burst-- sets timer to collapse that tile and run a collapse cycle after triggering unit has moved X more tiles? Likely to be especially useful when large/heavy aliens are implemented.
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