Search found 241 matches

by tracktwo
Sun Jun 25, 2017 4:39 am
Forum: Resolved Bug Reports
Topic: Experimental Powered Weapon project bug
Replies: 9
Views: 31107

Re: Experimental Powered Weapon project bug

I just checked in a fix for this today, will be in 1.5. Alien Hunters introduced an alternative path to unlock this project, so we had to disable it there too. That plus a bug in the disabling config for the primary path caused it to show up in the research list instead of the proving ground.
by tracktwo
Sat Jun 24, 2017 5:50 am
Forum: Long War 2
Topic: Reinforcement Farming
Replies: 19
Views: 30390

Re: Reinforcement Farming

I can't comment on the balance aspect, but I can say that both supply convoy and defend were bugged in 1.3 and 1.4, causing the wrong reinforcements to drop and also causing them to drop far closer to your squad than intended. In 1.5 they will drop father away, but not necessarily out of vision.
by tracktwo
Fri Jun 23, 2017 12:56 am
Forum: Long War 2: Bug Reports
Topic: Issue with Dominated or Controlled enemy units.
Replies: 3
Views: 6360

Re: Issue with Dominated or Controlled enemy units.

Both of these are vanilla bugs, but we may be able to address them. We did something similar already for turret wrecks you end the mission without killing and for faceless you manage to kill before they transform, so there is precedent for granting corpses for units that are MCed when the mission en...
by tracktwo
Fri Jun 23, 2017 12:53 am
Forum: Long War 2: Bug Reports
Topic: Interaction between officer's "Command" and assault's "Hit and Run" or "Close Encounters"
Replies: 7
Views: 14863

Re: Interaction between officer's "Command" and assault's "Hit and Run" or "Close Encounters"

That does sound awfully inconsistent, and the behavior will depend on how the abilities were implemented, which doesn't seem right. We'll have to discuss with design (aka JL) about what the intent is here.
by tracktwo
Fri Jun 23, 2017 12:50 am
Forum: Resolved Bug Reports
Topic: Avatae timer not getting reduced after blacksite mission
Replies: 5
Views: 24372

Re: Avatae timer not getting reduced after blacksite mission

I'll take a look at that save, please send me a link. There was a bug here in 1.3 that was fixed in 1.4, but it shouldn't require a new campaign.
by tracktwo
Thu Jun 22, 2017 6:02 am
Forum: Modding Long War 2
Topic: Two questions regarding LW2
Replies: 2
Views: 5723

Re: Two questions regarding LW2

As for the first question, the rocket launcher and flame thrower abilities are not attached to the technical class, they're attached to the gauntlet secondary weapon. Look in X2Item_LWGauntlet.CreateTemplate_Gauntlet_Conventional() (for example): Template.Abilities.AddItem('LWRocketLauncher'); Templ...
by tracktwo
Thu Jun 22, 2017 4:57 am
Forum: Resolved Bug Reports
Topic: No enemies if RNF spawns on evac flare [1.4].
Replies: 7
Views: 25626

Re: No enemies if RNF spawns on evac flare [1.4].

Ok, I can repro the problem with your saves, but I think this is a side-effect of another bug that I posted about before and that we've already fixed for 1.5. The defend mission script had some bugs that caused the wrong reinforcement schedule to be used, as well as trying to drop the reinforcements...
by tracktwo
Wed Jun 21, 2017 5:41 am
Forum: Long War 2
Topic: On the oddities and failures of Kill Zone/Covering Fire
Replies: 31
Views: 55789

Re: On the oddities and failures of Kill Zone/Covering Fire

I don't really want to get too far into the weeds of crafting a carefully worded description that precisely describes the reaction fire mechanics only to have it get lost in the translations to other languages :) The rough rule for OW is that it triggers when a unit enters a tile the shooter can see...
by tracktwo
Wed Jun 21, 2017 4:04 am
Forum: Long War 2
Topic: Proposal: Lock loadout for specific soldiers
Replies: 2
Views: 5250

Re: Proposal: Lock loadout for specific soldiers

Are you using a strip weapons/items mod or the buttons included in LW2? The ones that are included in LW2 should not strip items from haven advisers. If they are, that's a bug - they are considered to be on a mission much like infiltrating soldiers.
by tracktwo
Tue Jun 20, 2017 2:03 pm
Forum: Resolved Bug Reports
Topic: No enemies if RNF spawns on evac flare [1.4].
Replies: 7
Views: 25626

Re: No enemies if RNF spawns on evac flare [1.4].

Thanks for the detailed info. I'll take a look at this one next - please leave the save up for now. I'm finishing up some other bug reports before I'll get to this one.
by tracktwo
Tue Jun 20, 2017 2:42 am
Forum: Long War 2: Bug Reports
Topic: The Walking Stunned
Replies: 1
Views: 3900

Re: The Walking Stunned

Thanks for this report. There is a known bug in 1.4 with effects not ticking correctly on a mind-controlled unit after it returns to your side, leading to things like permanent stun/disorient/etc. We have a fix for this in 1.5, and your situation sounds like another example of this bug.
by tracktwo
Tue Jun 20, 2017 2:04 am
Forum: Long War 2
Topic: On the oddities and failures of Kill Zone/Covering Fire
Replies: 31
Views: 55789

Re: On the oddities and failures of Kill Zone/Covering Fire

Some more thoughts on this: It seems to me that one of the fundamental issues here is that the cone is highlighting both the tiles and the units. This is misleading, because killzone doesn't target units at all! Only the tiles matter, and as for regular overwatch, a unit needs to move through a tile...
by tracktwo
Sun Jun 18, 2017 7:21 pm
Forum: Long War 2
Topic: On the oddities and failures of Kill Zone/Covering Fire
Replies: 31
Views: 55789

Re: On the oddities and failures of Kill Zone/Covering Fire

Thank you for the very detailed analysis & save game Alketi, this was very helpful and saved me a lot of time. I agree that killzone shouldn't be lying to you about which targets are affected, regardless of which direction they run. I'll see what i can do about fixing it.
by tracktwo
Sun Jun 18, 2017 4:31 am
Forum: Long War 2
Topic: On the oddities and failures of Kill Zone/Covering Fire
Replies: 31
Views: 55789

Re: On the oddities and failures of Kill Zone/Covering Fire

You can move aliens around, yes. \AiDebugAi to show info about each unit, including their object ID (its near the top of the unit, not the XGUnit_XX one). Use \TeleportUnitIDToCursor <id> to move a particular unit to the cursor.
by tracktwo
Sat Jun 17, 2017 5:14 pm
Forum: Long War 2: Bug Reports
Topic: Shinobi treason !
Replies: 7
Views: 14926

Re: Shinobi treason !

Thanks for the tip, LordYanaek. I'll try some auto-fills to to try provoke it.
by tracktwo
Sat Jun 17, 2017 4:48 am
Forum: Long War 2
Topic: On the oddities and failures of Kill Zone/Covering Fire
Replies: 31
Views: 55789

Re: On the oddities and failures of Kill Zone/Covering Fire

Thanks for the save! The \savescum console command will adjust the random seed so you can get different results after a reload, so I'll do that until I can get a panic.
by tracktwo
Thu Jun 15, 2017 2:46 am
Forum: Long War 2
Topic: On the oddities and failures of Kill Zone/Covering Fire
Replies: 31
Views: 55789

Re: On the oddities and failures of Kill Zone/Covering Fire

Thanks, I'd appreciate the saves if you can get some. The way the game detects if a unit moved is a bit weird to explain, so if they had moved with their last action the previous turn it may still consider them as moved for the purposes of the peek check if they shoot with their first action the nex...
by tracktwo
Thu Jun 15, 2017 2:41 am
Forum: Long War 2
Topic: 23 enemies RNF in a single turn
Replies: 5
Views: 11237

Re: 23 enemies RNF in a single turn

There are a couple of bugs in the defend and supply convoy missions in 1.3 and 1.4. We have fixed them for 1.5. First the missions were using the wrong reinforcement schedules - they use the standard timed reinforcement schedules instead of the specific ones defined for these missions. The timed one...
by tracktwo
Wed Jun 14, 2017 5:46 am
Forum: Long War 2
Topic: On the oddities and failures of Kill Zone/Covering Fire
Replies: 31
Views: 55789

Re: On the oddities and failures of Kill Zone/Covering Fire

The panicked leader triggering the bug sounds like a likely culprit, but I'm not sure it's necessarily concealment related. The earlier bug that we fixed was way back in 1.1 (I think?) and was related to pod leaders scampering before concealment broke, so they didn't know where XCOM was and would fl...
by tracktwo
Wed Jun 14, 2017 3:13 am
Forum: Long War 2
Topic: Disabling Auto-Unequip
Replies: 3
Views: 8260

Re: Disabling Auto-Unequip

Try uncommenting this line in XComUI.ini, and change it to true:

Code: Select all

NoStripWoundedInventory=true
by tracktwo
Sat Jun 10, 2017 8:13 pm
Forum: Long War 2
Topic: Massive cover bug in 1.4?
Replies: 8
Views: 12660

Re: Massive cover bug in 1.4?

Having saves would certainly help for the cases where it's reproducible. Some of them seem to fix themselves after a reload, and that class of cover bug will be extremely difficult to pin down unless someone can figure out exact steps to make it happen consistently. The PCS eating bug was like this ...
by tracktwo
Wed Jun 07, 2017 11:45 pm
Forum: Long War 2
Topic: Massive cover bug in 1.4?
Replies: 8
Views: 12660

Re: Massive cover bug in 1.4?

This sounds like one of the vanilla bugs with cover. There may not be much we can do about these, unfortunately, but I have been busy enough with the bugs we know to be LW2 bugs that we can fix that I haven't had time to look into more speculative stuff lately. Cover bugs are one thing that I would ...
by tracktwo
Wed Jun 07, 2017 4:37 am
Forum: Long War 2: Bug Reports
Topic: Shinobi treason !
Replies: 7
Views: 14926

Re: Shinobi treason !

Thanks for the save! This one is pretty fascinating, because it looks like there are two separate bugs here. The sword slice bug actually appears harmless: it's just a visualization bug in the Whirlwind shinobi perk. When the mission starts the passive effect gets applied to the shinobi, which was i...
by tracktwo
Tue Jun 06, 2017 1:09 am
Forum: Long War 2: Bug Reports
Topic: Shinobi treason !
Replies: 7
Views: 14926

Re: Shinobi treason !

If it's reproducible can you send me a link to the save please?
by tracktwo
Thu Jun 01, 2017 3:27 am
Forum: Long War 2: Bug Reports
Topic: Fleche healing enemy drone
Replies: 1
Views: 4074

Re: Fleche healing enemy drone

Found it, thanks! Looks to be a bug with iron skin where if the incoming damage is less than the damage resistance, you heal the difference. Will get a fix into 1.5.