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Description: After destroying a shipping container in a dock map, the enemy unit above was floating as if the container still existed. What happened: I used my grenadier to blow up a shipping container with an enemy unit on top. This caused the enemy unit to take damage but still be suspended in the air. This occurred a second time with another enemy unit. This also applied to the smoke that was there before the container was destroyed. The enemy unit was able to be shot at, but had terrain advantage as my units were below. The enemy unit eventually died, but its corpse remained floating. No mods were used. Below shows different angles of the bug:
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bug_report_2026-04-15-17h42_gc_7.20.2_user_f11_0.zip This is Battleship crash site in docks. As you can see in both pictures roofs appear to be pretty walkable despite being destroyed. Bug report archive attached.
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In an autopsy report on an Eternal it is stated that "..soldiers can be freed by suppressing or killing the alien responsible". Yet, it is clearly not the case and I had examples with both Eternals and Psyons when suppression does not cancel the mind controll. E.g. with an Eternal: Suppression was applied with burst fire if that matters.
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Can't upgrade Missile Battery. I upgraded to Laser it didn't register it, so now any further upgrades are impossible because it says I need the laser upgrade first, which isn't available anymore since I already did it... though all my batteries are still normal missile batteries. See screenshot. They're greyed out and yet laser upgrade isn't an option.
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Start UOO-1 Mission, click launch, crash bug_report_2025-08-30-11h06_st_6.3.0_unhandled_exception_0.zip bug_report_2025-08-30-11h06_st_6.3.0_unhandled_exception_1.zip
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I was playing a base defense mission and had stunned a wraith elite. This wraith was killed several different times in different ways (through save scumming) while laying on the ground before I decided to pick the body up and place it into the inventory of one of my soldiers before moving him several tiles away back into cover which appeared to be much safer. This however was proven incorrect as immediately a shot from the crossfire had landed on the tile which the body had previously occupied, immediately teleporting the wraith out of my soldiers inventory back onto the ground before being killed by the shot that had put the body there in the first place. It is as if the wraith seems to be able to occupy two spaces at once, and upon being shot at decides that it would rather die, a quantum conundrum it would seem. Although I hadn't targeted the tile itself, I was able to reload and repeat the glitch. P.S. Targeting the tile I found that the game seems to think that the wraith is still standing there. Attacking the ground tile and attacking the wraith superposition both result in quantum suicide.
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I came across an issue with being unable to recruit supporters and operations not providing their benefits. This happened after restarting my game from a crash. Up until then everything was working fine. At first I thought it was an issue with phase 3, as I had just recently reached that part of the game. To test my theory I loaded up an old save and tried recruiting a supporter that in my newest save I had already recruited, but I got the same issue: the sound effect played like I got the supporter, but no points were spent and I didn't actually receive the supporter. I tried all the other remaining supporters as well as the operations and the results were essentially the same, the only outlier being the funding operation taking my points but still not giving any money and the amount it could earn didn't refresh to 500,000. In short, operation points became worthless. It finally dawned on me that after my game crashed Steam started patching Xenonauts 2; I didn't think much of it at the time since it was fairly quick and my PC tends to take as long just synching to the cloud. I read the patch notes and saw some changes to the operations system that weren't reflected in my save, and that's when I came to believe my issue was a byproduct of the new patch. But I'll let you be the ultimate judge. Thank you for your time and consideration. bug_report_2025-02-12-18h30_st_5.9.0_user_f11.zip
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This is my first time making a bug report for a game, so bear with me. The game doesn't crash and gives me no error screen, but it will not continue after the second andron in vision moves. The bug_report_2025-01-03-13h36 file is from the main menu, from which I was able to load the first "end of turn" autosave, press end turn and repeat the bug. The bug_report_2025-01-03-13h48 file is from during the hardlock (after end turn has been pressed and the game spends several minutes staring at a stationary andron saying "enemy activity") some notes on how the game was playing: The enemy turns took noticeably longer for both friendly activity and enemy activity during the terror mission. bug_report_2025-01-03-13h36_mm_5.5.0_user_f11.zip bug_report_2025-01-03-13h48_gc_5.5.0_user_f11.zip
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Just got Xenonauts 2 yesterday, everytime I try to launch the first mission that comes right after the tutorial the game crashes Ive tried 10 times and every single time it crashes. Ive attached a screenshot of the mission in question, I click launch combat team and then launch aircraft and the game crashes.
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Almost every combat mission I fight, I will encounter this bug. During the alien movement phase the foot step audio for an alien will start looping, and continue looping until that specific alien is killed or the mission ends. It is not limited to a specific alien type, and could be the sound of walking or running (if there's a difference) I cannot reliably reproduce this, or predict it. And there is nothing specific I've noticed that might be a cause or co-symptom. System: Win 7, SSD, running in Steam. Intel Xeon E3 cpu, Intel DZ77RE-75K mobo, 8GB DDR3 ram, EVGA GTX 970 video card, on-board motherboard soundcard using 5.1 speakers via 3 phone connector audio cables.
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bug [Milestone 2.07c] Soldier icons numbers doubled
TinMan_JB posted a topic in Xenonauts-2 Bug Reports
Hi, encountered a bug during soldier extract mission, on mission start I had 6 in heli + 3 to rescue. Some soldier buttons on top have their numbers repeated/doubled. Should be 1-9, but were 1,2,5,6,7,7,8,8,9. Selecting soldiers with keybord numerals isnt possible, it is possible by clicking on their icon. -
Hi devs, I already posted this topic to general discussion, but it fits this category better. Noted this by mistake during a tactical mission - not sure if this is a bug, but if a weapon has certain weight including the ammo when you equip it before mission, then unloading the weapon during tactical mission ADDS the weight of the ammo to the inventory! It should not, as the clip/ammo is already carried one would say... but it does! And it actually applies to all weapons... Example: While in inventory, the HEVY has a weight of 40 during tactical mission it has the same weight loaded - so the weight probably includes the ammo (even if some rounds are already fired).... BUT, as soon as the ammo is unloaded, the ammo weight is ADDED to the overal carried weight of the soldier, resulting in TU penalty, which is totally impossible. Moreover the whole weight of the ammo (16) is added to the inventory, even if half is already "gone." It seems to me as a mistake, the initial clip is likely not included in the calculation of the total weapon weight, therefore if unloaded, its weight is added to the inventory... I would like to suggest therefore, that the weight of the weapons is reduced for the weight of the ammo (empty rifle weight of 16, clip weight of 4, weight of loaded rifle = 20). HEVY weight of 24, loaded weight of 40 (or 32 if loaded with smoke grenades) and/or calculated by each item.
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Hello devs, not sure if this is a bug or intentional, but in the prototype build the captured cleaner weapons cannot be sold. Making the accelerated weapons available in unlimited quantities after research of the barrel accelerators actually give the cleaner acc weapons a nice detail, as they are lighter and so give the player a little bonus when he captures some. But, they should be still available for sell.
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I manufactured the lighter version of the defender armor (weight 12) and equipped my squad with it. Sold the heavier ones (weight 16). After tactical mission, my soldiers in the armory were stripped off the lighter armor (the armor itself dissapeared) and the already sold heavier armors were available for equiping the squad... Seems like the system is confused and takes both armour types as the same...
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Noted this by mistake during a tactical mission - not sure if this is a bug, but if a weapon has certain weight including the ammo when you equip it before mission, then unloading the weapon during tactical mission ADDS the weight of the ammo to the inventory! It should not, as the clip/ammo is already carried one would say... but it does! And it actually applies to all weapons... Example: While in inventory, the HEVY has a weight of 40 during tactical mission it has the same weight loaded - so the weight probably includes the ammo (even if some rounds are already fired).... BUT, as soon as the ammo is unloaded, the ammo weight is ADDED to the overal carried weight of the soldier, resulting in TU penalty, which is totally impossible. Moreover the whole weight of the ammo (16) is added to the inventory, even if half is already "gone." It seems to me as a mistake, the initial clip is likely not included in the calculation of the total weapon weight, therefore if unloaded, its weight is added to the inventory... I would like to suggest therefore, that the weight of the weapons is reduced for the weight of the ammo (empty rifle weight of 16, clip weight of 4, weight of loaded rifle = 20). HEVY weight of 24, loaded weight of 40 (or 32 if loaded with smoke grenades) and/or calculated by each item.
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Just started a new game didn't even select my nation, tried to open the xenopedia menu by pressing f10 and the game immediately crashed. It's installed in a drive other than my C drive, which may be the source of the issue, and I checked off "Run in Window" when I started the game. I was able to reproduce this multiple times as was my friend who is playing the game alongside me.
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Hey Chris, noticed that my advanced laser weaponry is not consuming ammo. I've laid waste to plenty of aliens here but do not have any one that is missing a single blast. Here is the entirety of the turns in the event it is somewhere in the midst of these. So far however this has been from the start of the tactical battle I am in. output.log auto_groundcombat_turn_1_end-184.json auto_groundcombat_turn_5_start-191.json auto_groundcombat_turn_4_end-190.json auto_groundcombat_turn_4_start-189.json auto_groundcombat_turn_3_end-188.json auto_groundcombat_turn_3_start-187.json auto_groundcombat_turn_2_end-186.json auto_groundcombat_turn_2_start-185.json
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Recently decided to play Xenonauts again. When I pressed play on Steam, instead of the launcher loading, all I got was a blank window, titled "Microsoft Visual C++ Runtime Library". After a few seconds, an "Okay" box appears on the window, and clicking it causes the window to close. The game stops running soon after. Launching directly from the .exe, setting it to run as admin doesn't work. I tried reverting to the standard edition and it worked fine, so the issue is specific to CE Would appreciate any help on this matter
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I noticed a bug with moving the map. This did not happen in previous versions. user_1-2.json Map_moving_Bug.avi
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The ammo on the first interceptor isn't loading. There is only 65% of the ammo in this aircraft. The repair times seem to be for getting the aircraft to 50% repaired instead of 100% repaired. This may be an artifact for X: CE when (according to my memory) you needed 50% repairs for the aircraft to fly away. I think X: CE aircraft were grounded until 50%, so this repair timer doesn't seem to properly add the amount to 50%, and the amount between 50% and 100% together properly. AutosaveIM2021-04-25_11.10.41.sav
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I don't have images or footage for all of this, but my best understanding of the sequence of events: Two Foxtrot interceptors caught up with a Scout UFO and air combat began. A popup appeared reporting that a ground combat team had reached their objective, offering a choice between abandoning the mission and starting it. I started the mission. The air combat mission was frozen with the ground combat mission drawn on top of it. (Edit: I think the "Paused" box would toggle whenever I hit the space bar - including while making my save file - but I don't think it actually ran when unpaused. I wasn't watching carefully but my screenshots and my video show the aircraft in the exact same places throughout the ground combat.) The ground combat mission proceeded as normal, with audio for both playing simultaneously. See Xenonauts - simultaneous air and ground combat 3.mkv. The ground combat mission was completed, resulting in the game returning to the geosphere with the air combat still in the background. See Xenonauts - simultaneous air and ground combat 4.mkv for this and the next. The fighters, without any player input, took down the UFO and the air combat ended. I'm not entirely sure what the non-buggy way would be to resolve these events - or two simultaneous air combats, if that should happen to someone - but I figured it was (a) pretty funny and (b) an issue y'all would want to know about, if y'all don't already. Edit: I just realized that I also hit "save" during this - I'm not sure what would happen if somebody loaded the save but here it is: 2021 easy casual 5 simultaneous air-and-ground combat.sav Edit 2: I checked the folder and grabbed the autosaves too: From eleven minutes before the above save file: Autosave1.sav From around the same time as the above save file: Autosave2.sav From shortly before my post-this-resolving save file: Autosave3.sav Post-this-resolving save file: 2021 easy casual 6 simul resolved.sav
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