fusion-waffle Posted March 26 Posted March 26 (edited) Description minor - three issues with Guardian & Stalker armour vs v7.15 changelog (xenopedia & armoury screen) What Happened After loading a v7.14.1 very-late-game campaign into v7.15 experimental_release: Xenopedia entry for Guardian armour (opened from geoscape, not ground combat main menu) shows incorrect Armour & Hardness values for Guardian armour: Armoury screen tooltip for Guardian armour "heavy armour" variant incorrectly claims "+100% armour" (and "-100% accuracy! ): Armoury screen for Stalker armour is still advertising a "heavy armour" variant (tooltip again claims "-100% accuracy" - perfect for that special sniper / grenadier in your life !): Further Info Please see attached f11 bug report zip corresponding to the first issue: bug_report_2026-03-27-08h28_st_7.15.0_user_f11_0.zip The latter two issues are also easily visible from this point (need to build a stalker armour set first...) Edited March 26 by fusion-waffle Quote
Chris Posted March 27 Posted March 27 13 hours ago, fusion-waffle said: Description minor - three issues with Guardian & Stalker armour vs v7.15 changelog (xenopedia & armoury screen) What Happened After loading a v7.14.1 very-late-game campaign into v7.15 experimental_release: Xenopedia entry for Guardian armour (opened from geoscape, not ground combat main menu) shows incorrect Armour & Hardness values for Guardian armour: Armoury screen tooltip for Guardian armour "heavy armour" variant incorrectly claims "+100% armour" (and "-100% accuracy! ): Armoury screen for Stalker armour is still advertising a "heavy armour" variant (tooltip again claims "-100% accuracy" - perfect for that special sniper / grenadier in your life !): Further Info Please see attached f11 bug report zip corresponding to the first issue: bug_report_2026-03-27-08h28_st_7.15.0_user_f11_0.zip The latter two issues are also easily visible from this point (need to build a stalker armour set first...) Thanks. I think issue 1 is probably because you've upgraded the Guardian, right? The values are correct for the basic version, but I guess the Xenopedia project doesn't link to the new item as part of the upgrade project. I'll note it down as a bug but it's not that serious. Issue 2 will be fixed in the next patch. I think Issue 3 is because we've made changes to an existing campaign, and it'll work fine in any new campaigns (we can't remove the heavy armour items from your base with a patch). You'll just have to not use them for the remainder of the campaign to get the intended experience! Quote
fusion-waffle Posted March 27 Author Posted March 27 7 hours ago, Chris said: I think issue 1 is probably because you've upgraded the Guardian, right? Yes, in that campaign I'd upgraded guardian with v7.14.1 prior to upgrading to v7.15 & loading the save. But, I was a bit confused as the xenopedia numbers didn't seem to agree with the numbers in the v7.15 changelog given as the baseline for Guardian armour. Either way it's very minor, not as important as having correct armour stats in armoury / ground combat / engineering screen. Thank you for squeezing those couple of engineering screen tooltip enhancements into v7.14 to display more detailed info about potential upgrades, that's a nice quality of life upgrade & a way to get this info right in front of the player when they're making their upgrade/build decisions. 7 hours ago, Chris said: I think Issue 3 is because we've made changes to an existing campaign, and it'll work fine in any new campaigns (we can't remove the heavy armour items from your base with a patch). Yeah, I was wondering if it could be something like that, makes sense. Hopefully a few players will get far enough into new v7.15 campaigns this weekend / next week to give you a few real world test runs exercising the guardian armour & stalker armour phase of the game. Quote
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