Two ADVENT Turret bugs
Posted: Wed Feb 08, 2017 1:15 pm
Long War version & Platform
LW2 Version 1.1
Windows 7
Mods
Evac All
Capnbubs Accessories Pack
Gotcha (Flank Preview Evolved)
LOS Preview Ability
Quick soldier info
Blackmarket Usage
Additional Icons
Free Camera Rotation
Make all Items Available & Remove Unused Upgrades
ini edits applied
I have applied the fix for the Defend Supply Caravan bleedout timers mentionned here: http://www.pavonisinteractive.com/phpBB ... e5e#p29358
And the fix for a couple of maps not allowing window breaks/jumping low obstacles, mentionned here:
http://www.pavonisinteractive.com/phpBB ... 951#p28378
Bug 1: Hacked turret shows an ability to move
- My specialist haywire protocol-ed an ADVENT turret and obtained control of it.
- When I selected the turret, it shows a small movement range. Image: http://imgur.com/a/uDVUW
- If you right click in the move area, the turret obviously does not move - but the turret can no longer take an action e.g. overwatch. You have to use the "End Turn" button to end the turn.
- Note that I have a Dark Event giving +1 mobility, which might be relevant.
- Savegame: https://www.dropbox.com/s/cv4a3qier6av31a/save71?dl=0
Bug 2: Combat Protocol not giving bonus mechanical damage to controlled enemy turret
- Same situation as Bug 1 - my specialist haywire protocol-ed a turret and obtained control of it.
- Next turn, knowing the hack was about to expire, my specialist (equipped with a tier 1 gremlin) went to combat protocol the turret (while the turret was still under my control).
- The prompt told me that combat protocol would only do 2 damage to the turret, not the 4 -5 that I would expect it to do to a mechanical.
- I would assume that because the turret is under my control, the game is not recognising it as an enemy mechanical, therefore not providing the bonus mechanical damage.
LW2 Version 1.1
Windows 7
Mods
Evac All
Capnbubs Accessories Pack
Gotcha (Flank Preview Evolved)
LOS Preview Ability
Quick soldier info
Blackmarket Usage
Additional Icons
Free Camera Rotation
Make all Items Available & Remove Unused Upgrades
ini edits applied
I have applied the fix for the Defend Supply Caravan bleedout timers mentionned here: http://www.pavonisinteractive.com/phpBB ... e5e#p29358
And the fix for a couple of maps not allowing window breaks/jumping low obstacles, mentionned here:
http://www.pavonisinteractive.com/phpBB ... 951#p28378
Bug 1: Hacked turret shows an ability to move
- My specialist haywire protocol-ed an ADVENT turret and obtained control of it.
- When I selected the turret, it shows a small movement range. Image: http://imgur.com/a/uDVUW
- If you right click in the move area, the turret obviously does not move - but the turret can no longer take an action e.g. overwatch. You have to use the "End Turn" button to end the turn.
- Note that I have a Dark Event giving +1 mobility, which might be relevant.
- Savegame: https://www.dropbox.com/s/cv4a3qier6av31a/save71?dl=0
Bug 2: Combat Protocol not giving bonus mechanical damage to controlled enemy turret
- Same situation as Bug 1 - my specialist haywire protocol-ed a turret and obtained control of it.
- Next turn, knowing the hack was about to expire, my specialist (equipped with a tier 1 gremlin) went to combat protocol the turret (while the turret was still under my control).
- The prompt told me that combat protocol would only do 2 damage to the turret, not the 4 -5 that I would expect it to do to a mechanical.
- I would assume that because the turret is under my control, the game is not recognising it as an enemy mechanical, therefore not providing the bonus mechanical damage.