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[V7.5.0 - ground combat] - AI behaviour/intended? - when aliens move and then suffer reaction fire but do not get suppressed, they often end their turn without doing anything


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Posted (edited)

Description

When aliens move and then suffer reaction fire, but do not get suppressed, they often end their turn without doing anything.

 

In comparison, xenonauts who are hit by reaction fire during the player's turn do not lose TUs & are are able to continue their turn unless they are killed/suppressed.  I'm assuming the rules are the same for the aliens, but maybe they're not. Or maybe the rules are the same but the alien AI reacts weirdly in some situations and decides to halt.

 

This behaviour is quite common from well before v7.5.0,, so I'm guessing this is intended, a kindness that the game offers to make combat easier for players. But in the off chance it is a defect, here's an example featuring a Reaper Alpha:

 

What Happened

Day 324, during terror site mission, western town biome. Aliens fielded a mix of sibellians, bio-cannon mantids (yay!) and reapers.

Toward the end of the battle, there's a few reapers & reaper alphas left. Xenonauts end turn with a bunch of TUs for reaction fire.

A reaper alpha starts around 10-12 tiles away across a courtyard from a bunch of xenonauts, it takes 1 step forward, suffers 1 shot of reaction fire from Richter who is crouching behind the fountain.

The reaper alpha does not get suppressed, but then ends its turn without doing anything. Presumably it has enough TUs left to attempt to close the distance and melee? Or run away to break line of sight and try to flank?

screenshot_on_userf11.thumb.jpg.a88b288fedb7169d9feb9f26839a9744.jpg

 

 

Further Info

Please see attached f11 bug report zip --  I've attempted to distil it down to be reproducible-ish. Load the f11 save then hit end turn.

bug_report_2026-03-05-08h00_gc_7.5.0_user_f11_3.zip

  • the encounter is semi-reproducible, although the bullet spray varies each time it is replayed
  • I had to disable shotgun reaction fire as it'd sometimes kill the reaper alpha outright -- so that only Richter (behind the fountain) has reaction fire enabled on the pistol

 

Edited by fusion-waffle
Posted
12 hours ago, fusion-waffle said:

Description

When aliens move and then suffer reaction fire, but do not get suppressed, they often end their turn without doing anything.

 

In comparison, xenonauts who are hit by reaction fire during the player's turn do not lose TUs & are are able to continue their turn unless they are killed/suppressed.  I'm assuming the rules are the same for the aliens, but maybe they're not. Or maybe the rules are the same but the alien AI reacts weirdly in some situations and decides to halt.

 

This behaviour is quite common from well before v7.5.0,, so I'm guessing this is intended, a kindness that the game offers to make combat easier for players. But in the off chance it is a defect, here's an example featuring a Reaper Alpha:

 

What Happened

Day 324, during terror site mission, western town biome. Aliens fielded a mix of sibellians, bio-cannon mantids (yay!) and reapers.

Toward the end of the battle, there's a few reapers & reaper alphas left. Xenonauts end turn with a bunch of TUs for reaction fire.

A reaper alpha starts around 10-12 tiles away across a courtyard from a bunch of xenonauts, it takes 1 step forward, suffers 1 shot of reaction fire from Richter who is crouching behind the fountain.

The reaper alpha does not get suppressed, but then ends its turn without doing anything. Presumably it has enough TUs left to attempt to close the distance and melee? Or run away to break line of sight and try to flank?

screenshot_on_userf11.thumb.jpg.a88b288fedb7169d9feb9f26839a9744.jpg

 

 

Further Info

Please see attached f11 bug report zip --  I've attempted to distil it down to be reproducible-ish. Load the f11 save then hit end turn.

bug_report_2026-03-05-08h00_gc_7.5.0_user_f11_3.zip 16.08 MB · 0 downloads

  • the encounter is semi-reproducible, although the bullet spray varies each time it is replayed
  • I had to disable shotgun reaction fire as it'd sometimes kill the reaper alpha outright -- so that only Richter (behind the fountain) has reaction fire enabled on the pistol

 

Thanks for the report! Will bring this up with the rest of the team!

  • Like 1

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