List of bugs

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Phantom
Posts: 31
Joined: Fri Jan 13, 2017 5:03 pm

List of bugs

Post by Phantom »

Hello! thanks for this great mod!

Here is my list of bugs. Maybe some of them are from vanilla or in combo with other mods or intended. I just write here down what i find.

1. Using LW2 Version v 1.0 (1.19.17) - First release.
2. Playing on Windows 10 Home 64-bit / playing only with keyboard and mouse
3. i play with all official DLC installed and activated, all files are on the latest stand fresh ini files fresh installation....
mods i am using: a better shell, additional icons, custom map packs, some customization mods, gotcha flankpreview, no rank up throttling, reward decks refresher, SWR full crew avenger, stabilize me, tactical UI Killcounter, wear armor on avenger, xcom EU/EW pod reveal stings, flawless; for detailed information about the mods i am playing just ask me. (these are the mods i have subscribed and currently activated, there are more mods i am subsribed to but they are not activated)

5. i am playing currently on ironman, if you badly need the save i try my best to send it to you.

4. Here is the list of bugs i encountered:

4.1 tactical: a soldier (rookie) in corner cover, one side was full cover other side was low cover (on player turn end). After mind control by a sectoid the soldier has suddenly in players begin turn no cover anymore. (just standing although cover is there).

4.2. this was one of the more critical bugs for me. i had to force close the game, but luckily i found an easy fix. this will probably only happen with alien hunter dlc. after i got my alien hunter weapons. i accepted a new guerilla ops and my screen gets stuck in squad screen. because of the alien hunter weapon pop up, but it was invisible. pressing enter was the solution for me.

4.3 After i flawlessly completed my first resistance haven mission relativ early in the game (had to eliminate a spy). i suddenly had one resistance member less. thats probably not a bug it was the spy i guess, but a short info on that would be nice. I am still not sure.

4.4 had a bug where i equipped a pistol on a sharpshooter and the pistol was invisible in tactical. (maybe this helps: i had a situation where i had to use a stabilize from the stabilize me mod. The medkit for that was also invisible.)

4.5. had a mission to rescue vip from jail (jailbreak mission). On mission start the evac zone was probably placed on the map tile where the map is ending. (something caused a compromise). I get a second or new evac zone before my first turn even began. The evac zone symbol of the old evac zone was still shown. Also i am not sure on this, but i think you gave evac zones fog of war which i really really like. But the second one which spawned after compromise was like the vanilla one and had no fog of war like in vanilla (although it spawned in fog of war). Also i was not able to evacuate my last soldier of the squad (or the soldier with the last actionpoint) because the game ended my turn after dashing in the evac zone. (normaly you would get a free evac action and have to manually end the turn).

4.6 on some mission loading screens i get a blank screenshot of the map. there is a map preview or map picture on each loading screen before the tactical mission starts. sometimes i just get a grey one with xcom logo in it. I think this is caused by custom map packs but i am not sure. Maybe you know which one causes this or is it a vanilla issue?

4.7 on an other jailbreak mission with vip there was a line of sight bug with the jail itself. I just moved with one of my soldiers in the jail building (or in line of sight). suddenly i could control the vip and bradford began to speak. But the cell was still closed and not hacked. i could control the vip but i could not go with him out of the cell because the cell door was still closed and not hacked. (it was like the cell door was opened on mission start, maybe an enemy patrol went in the cell, i do not know.)

4.8. some grenades on the belt are on other grenades for example smoke and frag greande.

4.9 dashing with last soldier in evac zone ends the player turn and gives no opportunity to evacuate. maybe this only happens on compromised evac zones. ----see 4.5

4.10 captured soldiers will be displayed as KIA soldiers in mission rating screen (at least the captured soldiers who had no wounds). In after mission screen back on avenger it is correct again and they are shown as captured.

4.11 non alerted enemies (xcom squad is concealed) will sometimes patrol through a window and break the window. (drones for example)

4.12 encountered a bug with specialist takeover protocol (hacking robots), where at least drones get the buff "electric feedback" twice, on a failed attempt to take control of the robot. This may only accours after a tower hack is failed in "map alert" in the same turn of the specialist.

4.13 damage flyover (pop up message ) is not shown correctly, when a soldier lost all his shield hp (ablative hit points, ablative armor points) and takes health damage on one hit.

4.14 in jail if you hack one cell door all will be opened, also if the cells are not next to each other but in the same parcel. (probably intented but you never know....)

4.15 desoriented units can not call skyranger (probably intended but you never know....)

4.16 in geoscape or avenger sometimes the back button is missing or not working. i have to press esc instead.

4.17 soldiers although they are on infiltration or are resistance ladvisors are shown (walking) in the avenger (cosmetic only, are training or in the bar drinking beer :D) soldiers who are in officer training maybe are not training in gts, they are shown in memorial.

4.18 a closed grid door (fence door) was not allowing line of sight. it was like a wall in its closed state. only after opening it allowed line of sight.
maybe caust (and intended) by a custom map mod because the parcel where the door was was from a custom map mod. but maybe only caused in combo with LW2?

4.19 had a wiered situation in a resistance member jail break mission where i had to evacuate two resistence members from jail. Everything was okay after hacking first cell door. in first cell there was one resistance member, but in second cell there was one resistance member and one captured soldier from a other mission. But the captured soldier could not move. i could not control him he was only standing in the cell, the problem was he was blocking the door for the original resistance member from mission to come out. i managed the mission and nothing bad happened, but in the mission inventar summary there was standing VIP lost (my captured soldier was counted as dead) (the other two resistance members where okay). There is somewhere a bug where suddenly a captured soldier will be shown together with a resistance member in the same cell. THe wiered thing is the mission reward was only the two resistance members. there was no indicator for a third one.

PS: did you change something in LW2 for fog of war? I really love this new changes :D
No1currz
Posts: 30
Joined: Tue Jan 17, 2017 8:12 pm

Re: List of bugs

Post by No1currz »

I'm not a dev, but...

4.7 - I know that even in vanilla, a stray bullet, even from across the map, can damage the cell enough to give you visibility and give you control of the VIP when you get close enough.

4.6 - Definitely a map pack issue. I used to have this prior to LW2, especially with Additional Mission Types. Map packs could also effect 4.7 and 4.1 as well

4.11 - I used to see sectopods and gatekeepers do this all the time in vanilla. I just don't think mechanized enemies GAF
Natzo
Posts: 1
Joined: Tue Jan 24, 2017 2:27 am

Re: List of bugs

Post by Natzo »

I just had the 4.19 one. I read this happened with rookies but mine was a squadie Shinobi that was captured. Wouldn't move and I couldn't control her. Tried a few things, and she could still take damage from a grenade but nothing else.
Amineri

Re: List of bugs

Post by Amineri »

4.2 This is fixed in patch 1.1 current workaround is to press ENTER or SPACE at the blank screen to proceed through it
4.3 This is WAD. If you had 8 rebels, and one was a faceless, when you expose/kill it, now you are down to 7.
4.4 This is a known bug, but haven't figured out the cause
4.5 This may be because a map or two could spawn objectives outside the map (error). Fixed in patch 1.1
4.6 This is probably from custom map packs, missing the preview picture of the objective parcel
4.7 It's possible there was a seam error on the map, or that a pod had patrolled in there.
4.8 XCOM 2 only includes one slot for grenades, even though we allow you to equip 3. Visuals are a little messed up with that.
4.9 I hadn't seen this -- unless that particular tile was obstructed above. Base game doesn't show obstructed evac tiles, but EvacAll does.
4.10 This is fixed in patch 1.1
4.11 This is general general base game weirdness we haven't fixed. Sectopods patrol through walls too :(
4.12 Would take a save showing double buffs on failuer
4.14 Jailbreak hacking is designed so that one hack opens all doors (since number of cells varies)
4.15 Disorientation prevents many abilities, this is as designed
4.16 Patch 7 (the controller patch) did some odd things to the NavHelp (which is where the back button is). Still haven't sorted all of them.
4.17 I'll have a look at this one (although it's not a huge priority like gameplay bugs)
4.18 This is a map issue, whether base XCOM 2 or from map mod pack
4.19 This is a known issue and is in patch 1.1
MantLemon
Posts: 9
Joined: Tue Jan 24, 2017 3:21 am

Re: List of bugs

Post by MantLemon »

You can ALWAYS right-click to exit the current window, including any window on strategic and avenger screen, avenger taking off and returing, and when you're aiming an alien (just make sure not to double right-click to move your soldiers accidently). This is the one design that I've fallen love to since EU/EW, bacause pressing Esc is really annoying.

When a cutscene is playing, you don't need to press Esc either. Try left-click once, and the cutscene ends right away. This applies not only to anatomy cutscene, but also the game's opening cutscene.
Amineri

Re: List of bugs

Post by Amineri »

MantLemon wrote:You can ALWAYS right-click to exit the current window, including any window on strategic and avenger screen, avenger taking off and returing, and when you're aiming an alien (just make sure not to double right-click to move your soldiers accidently). This is the one design that I've fallen love to since EU/EW, bacause pressing Esc is really annoying.

When a cutscene is playing, you don't need to press Esc either. Try left-click once, and the cutscene ends right away. This applies not only to anatomy cutscene, but also the game's opening cutscene.
Unfortunately the "New Weapon Acquired" pop-up screens are an exception to this. For whatever reason, their single button is only hooked up to the "go forward" buttons (ENTER / SPACE etc) and not to the "go back" buttons (ESC / Right-click). Makes this particular bug harder to get around.
Phantom
Posts: 31
Joined: Fri Jan 13, 2017 5:03 pm

Re: List of bugs

Post by Phantom »

v 1.1 (1.28.17) - 1st major patch.

4.20 if a soldier is mind controlled (in my case a resistance soldier) by a sektoid, GTS tactics "vengeance" can give the buff to the mind controlling sectoid (at least the flyovers are appearing).

4.21 sparks are listed under boni for common leadership missions.

4.22 sparks can be put in AWC retraining slot.

4.23 officer perk "concentrate fire" will give spark base hit chance +5% but will not give the cumulative boni when spark is shooting.

4.24 i can target with the rocket launcher from technical class through walls. (not sure if the rocket will also travel through walls, i had no trust to try it out.)

4.25 the dark event vigilance will also increase detection range from unfriendly civilians. (maybe intended but the description is saying only from enemies.)

4.26 in vanilla i get animations for using the first time a special weapon, armor or promoting a class. this is just skipped. (maybe only in german setting, or intended.)

4.27 on every tactical mission with my specialist, who has the "field surgeon" ability all my other soldiers also have the field surgeon ability. (not sure if they really have it, but the passive ability picture is shown in the left corner on every soldier.)

4.28 Revival protocol can heal poison. (i thought only mental status effects.) Or maybe in my case, if the soldier is poisened and disoriented revival protocol will also heal the poison.

4.29 the dark event "iron skin" for stun lancers, will give the enemy a flyover on mission start revealing (spoilering) the position of the enemies in fog of war.

4.30 advent sergeants have no tactical sense anymore after disorienting them with a flashbang (maybe intended?).

4.31 Had a bug where PKS: focus which you can build from start is listed at one in technic buying screen although i have no one. (after i buyed one it was listed as 2.)

4.32 Cosmetic: changing the color of the laser sniper rifle, will not change the color of the laser pistol equipped on the same soldier.

4.33 Cosmetic: Sparks are not shown in the mission preview loading screen on infiltration missions.

4.34 Cosmetic: On missions with high number of squadmembers (10 for example), at the after mission loading screen (firebrand returning) sparks are sitting on the same poition as soldiers (overlaping).

4.35 Cosmetic: enemies (at least advent rocketeers) , which are stunned by sting grenades during player turn when they are not activated have no stun animation, they are just normal standing, although they are stunned.

4.36 not sure if intended but on viper poison split some soldiers will not get immidiatly poisened only after moving them in my turn.
Phantom
Posts: 31
Joined: Fri Jan 13, 2017 5:03 pm

Re: List of bugs

Post by Phantom »

v 1.1 (1.28.17) - 1st major patch.

4.37 PCS: Body Shield can target gas tanks.

4.38 Had a case where i had no leader range button on a retaliation mission with only one leader on mission which was the haven advisor.

4.39 Successfull hacking a drone (haywire protocol, takeover) in an unactivated pod will give full control to drone with fulll action points in the same turn as the hack occurs. The pod become not activated. (Specialist hacking occurs out of enemy sight range with a concealed shinobi.) ---Maybe intended.

4.40 Hacking a stunned mec will let you move him without animations and mec can do nothing else as move because of the stun.

4.41 Not sure as i could not test it well, but it seems like a soldier that is bind by viper is almost a garantued hit for enemies. It seems like aid protocol or perks like evasive has no effect during bind.

4.42 Other officers are not listed in the leader ability of an officer. (for example a haven mission with an officer as haven advisor and a higher ranked officer from squad select. both in the same mission.)

4.43 Had a mission where i had to defend all my new resistance recruits. Evacuate the recrutes and then the xcom soldiers. (this is the mission that can pop, because many of my resistance members where on recruitment job.) My haven advisor was not on the mission, but after completing succesfull the mission my haven advisor earned a lot of XP and got a promotion.

4.44 The psionic rift from codex (at least the summoned codex from skulljack) do not end a gunners supression or area supression on initial cast.

4.45 Had a case where the FX from the skulljacked codex for psionic rift, was suddenly invisible on player turn, so I did not know where I can move my soldiers in safety. (maybe a one time glitch as later codices, everything was normal.)

4.46 burning enemies will only double move or do nothing. the same can happen with disoriented ones but not as often as burned enemies.

4.47 AI: Sidewinder Viper will poison split single alone mechanical targets, which makes no sense as they are immune to poison. (In my case it was a spark, or hacked mec i can not remember.)

4.48 dead resistance rookies which are listed in memorial have a false date for days on avenger. (something like 742423 days on every one.)

4.49 After a successful GOPs mission where i had to eliminate advent troops recruitment with enemy material as reward, back in geoscape the council guy (top left corner) spoilered something like i stopped progress on avatar project although i was not on that point in my campaign, I even had no sight on the avatar progress and bars.

4.50 Had a case where i had a major officer in my squad but i could also choose another avaiable captain officer for the mission too. There was only standing (captain officer) "Unit in other squad." instead of "officer already choosen". At the same time I had two more officers. One was in Officer training and the other one was in AWC ability training and there it was correctly shown: "officer already choosen... 4Days". Only the avaiable one from other squad could be selected.

4.51 1.Activating Haywire protocol or hack to see the hack chance of something and then canceling it, will prevent the unit to perform a automatic overwatch from ever vigilant perk after dashing. (although the perk description says only move, in that case it makes no sense for me.) 2. Balance: a free reload (free abilities in general) does this too. maybe change that?

4.52 Sting grenades with bluescreen nades perk will not refresh the disorientation of a already disoriented robotic unit, (maybe also no stun chance?), It seems like it has no effect in this case.

4.53 Balance or bug: Hit and Run ability will not trigger if used on unflankable enemies like berserker or mec. (imo that makes it pretty useless, maybe balance it that it can trigger on unflankable targets but only from a range within 4 or 5 tiles?.)

4.54 Had a situation where specialist covering fire (overwatch activated in my turn) was not triggering on a mec in sight range who did not moved but used missiles. (maybe this only occurs in combo with sentinel?)

4.55 Invisible pistol bugs happened more often again, maybe it has something to do with haven advisors and equippment...... need more investigation.

4.56 had a case where i can call a second evac zone in a retaliation mission. (one was already there from start of mission and one i can call).

4.57 It seems like PCS:Combat Awarness is not triggering in combo with Ever Vigilant. (not sure on this.)

4.58 the technical perk tandem warheads has no effect for me on the technical base rocket or i am missunderstanding something.... It does not do the full 7 damage of the rocket. I had a case where i shoot my rocket with a poisoned technical as a second action on an armored green mec (long bow or artellerie mec) and it only does 3 damage.

4.59 After a successful mission (evacuated vip but soldiers did not make it.) where all my soldiers are captured, i will get the loot that they picked up during the mission. This may also happens if all soldiers were dead, or a single soldier is captured or dead (i will get the loot that he /she picked up).

4.60 the officer perk "You will need this" where a friendly civ gets a pistol, will only get a tier 1 revolver although my officer has a laser pistol equipped. If I equipp no pistol on my officer, then he has the perk not avaiable. ---maybe intended.

4.61 VIP can not move/dash out of trucks (mobile jails) although the door is hacked (remote hack) and can be opened and soldiers can not move/dash into the truck. I have to manually open the door first which cost me an action point to move to the door. (I hope this is a bug and not intended. :P )

4.62 Had a case where the covert dark event "Ufo Hunt" triggert although I was currently infiltrating a GOPs to prevent that DE. I was already on 200% infiltration time and just waited that the mission will pop up. (during scanning the area the dark event was becoming activated before the GOPs mission screen poped up to start the mission.) I successfully completed the mission but the UFO was still on geoscape. The DE was not in list of active DE but also not in list of planned DE. The UFO hunted me, but i could evasive it. On monthly report it was listed as 1 completed DE in alien activity.

4.63 Translation: 1.the german translation for officer retreat ability is wrong, because it says it will be applied to all soldiers. 2.There is no info on how much the hack defense is decreased by grenadier bluescreen nades perk. (at least in german setting).

4.64 I am not exactly sure how infiltration time/modificator works and if this is intended or a bug, but after playing around with some soldier classes, equippment and silencer upgrade i figured out (all tested with only one soldier in squad loadout): for +-2 mobility a soldier is increasing or decreasing the infiltration by 1 hour but only if he has an smg equipped (no mobility impact with other guns)? A gunner will gain better infiltration the slower he/she is? (after removing some of the items of my gunner he suddenly have higher infiltration times? + 1 hour). Attaching a basic silencer to an smg will not give as much infiltration boni as equipping it to a normal rifle? This all maybe only occurs with hidden potential activated.

4.65 Cosmetic: the avenger board personal in squad select screen for infiltration is invisible. You will sometimes see tools floating in the air repairing firebrand. (this may only happens in combo with "only wear armor on avenger" mod).

4.66 Balance: using hollow charge should be only one action point imo.

4.67 Suggestion: If a soldier is infiltrating (has the infiltrate status) maybe show the days in the list too instead of "..." (days when the mission expires or must be played.)

4.68 Suggestion: Haven Advisors should have a status like "on the way to haven" or have firebrand bringing him to haven so it costs some time to select and unselect a haven advisor. I am not sure if there is a penalty, but i can just select and unselect them equipp them put them in training... without any negative gameplay effect like not having advisor in a mission.

4.69 Suggestion: opportunity to move resistance members from one haven to another haven. Advent can also increase and/or move troops to a region.For example i need more resistance members in a certain region for recon job, then i can move some from a to b, instead of waiting for more recruits.

4.70 Suggestion: It would be nice to have the opportunity to reinforce a squad that is already infiltrating. For example many of my soldiers are wounded.... I can only have 2 or 3 soldiers on a important mission. I select them for the infiltration and start. Then one or two days later i get some more soldiers out of AWC or something else. Then it would be really nice if i can reinforce or boost my squad, like the boost infiltration option. Sure i can wait and then select my squad for infiltrating, but I will lose some days of infiltrating time. That would be cool if I can start infiltrate with one or two guys and later before the mission start reinforce the squad to get some more infiltration.
Phantom
Posts: 31
Joined: Fri Jan 13, 2017 5:03 pm

Re: List of bugs

Post by Phantom »

v 1.1 (1.28.17) - 1st major patch.

4.71 stabilize weapon ability from stock will lose the boni if I just end the turn and do nothing with the soldier. Description says bonus is only lost if i move or take an action.

4.72 had a case where a mission (convoi raid) appeared for only 0 hours. After going back on geoscape it was gone.

4.73 Had a wiered case where my shinobi was suddenly invisible on advent network tower mission and his body (animation only) was floating in the middle of the map. Shinobi was still on the tile where he was standing in the beginning but his anim was in the middle of the map. That happened: Shinobi was concealed and in overwatch full cover (the cover was a single cover block, so the shinobi could peek left and right). Shinobi was spotted by a naja viper (unactivated pod) in enemy turn on an adjacent tile (corner cover flank one tile to my shinobi) and broke the individual concealment. During overwatch animation (shinobi was the only one on overwatch), it seemed like my shinobi would not know on whom to aim at. First shinobi wanted to peek on left side and aimed left, then shinobi peeked right side of the cover and aimed right, but the shooting visualization never occured and i think it timed out. After that the anim began to float in the middle of the map. Two turns later i got pure virtual function and a crash. (I do not know if that was happening because of this strange bug) I loaded the game and the animation was alright agein and no virtual function.....

4.74 can it be that the fortify ability picture from AWC has a lower resolution than the picture from ability tree?

4.75 After successfully completing my first advent network tower mission, back on geoscape, my objectives were updated and i had to research resistance communication. The problem was i already finished that research before i did the network tower mission and it still was open (grey instead of green) as i did not have researched it. (I was also not able to click on my objectives button in commanders quarter. It did nothing) Only after completing my current research (but that was another one) it updated correctly.

4.76 Sometimes on mission start the camera pans to a mission objective or something similar, spoilering the position of enemies in fog of war for a few seconds.

4.77 Had a situation where fleche on an adjacent tile to an enemy would do more damage than the normal slash ability. (this was the case after i gave the slashing unit an bonuis action through command ability.)

4.78 After completing sectoid autopsy research it spoilered me, that i can start the talon rounds project although i have not build the proving grounds. (maybe proving ground was in building progress but definitively not completed.)

4.79 The burnout ability from technical will not show in the soldier ability list where all his abilities are listed. (in tactical everything seems okay)

4.80 although i have infiltrated a mission for 200% i can still boost the infiltration (click on the button).

4.81 If a soldier dies through bleeding out in a mission (or the mission ends and the soldier was bleeding out with a timer) the memorial says 0 days on avenger.

4.82 Lone wolf ability has no bonus indicator (little green arrow, pop up in tactical), so i never know if the soldier has it currently active or not. (only during aiming, but not on moving).

4.83 Hacking a drone and taking control of it (successful haywire protocol) during squad concealment, will give me the drone concealed. However there is no concealment break indicator if i want to move my drone through a window (breaking window will break concealment, no indicator, on doors it works, also no indicator using waypoint system.)

4.84 Captured soldiers will have their equippment back if you manage to rescue them in a later mission. This equippment is also counted in technical item area as built items.

4.85 Cosmetic: Captured soldiers will have a soldier animation with invisible gun instead of a civilian animation.

4.86: maybe intended: dead/wounded resistance members will count for dead/wounded soldiers in mission rating.

4.87: Had a case where one of my resistance members (maybe it was a rescued soldier rookie instead, cant remember exactly) during a tactical rescue mission, got all his AP back again (he already dashed and ended his turn.), after another resistance member died through an overwatch shot in the same turn.

4.88: in a retaliation mission, one civilian (resistance member) was screaming after he was killed by an advent overwatch shot. If he is dead he can not scream. (not sure if only the visualization triggert or it really alerted nearby enemies.)

4.89 Had a case where the evac zone became compromised (in fog of war) and spawned a new one after I did my first action in the mission. (this was a move action with my soldier on mission start.)

4.90 After destroying a cell door/wall/ground with a hollow charge (cell was on the first floor, and the wall incl. the door and some ground was completle destroyed and gone), i had the opportunity to remotly hack the door although there was nothing there anymore.

4.91 maybe intended: snapshot officer sharpshooter with the fan fire ability from awc: fan fire uses only one action point and does not end the turn.

4.92: No option to cancel hq assault after it is 200% infiltrated. only starting the mission or wait.

4.93: Had a case where on mission start (hq assault) my soldiers started on the edge of the map and one soldier spawned in the middle of the map, in a supply box pcp unable to move, but he could interact. After reloading a previous save and starting the mission again everything was normal.

4.94: Suggestion: Squad management: If a soldier is assigned in a squad and also infiltrating in another squad, the class icon should not be shown as avaiable soldier symbol in his main squad. It should be greyed out for example (or other new symbol) like a soldier who is wounded. (in the infiltrating squad the soldier icon gets a orange callsign, but in the standard assigned squad it is just a normal icon, not greyed out).
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Arcalane
Posts: 339
Joined: Thu Jan 19, 2017 10:42 pm

Re: List of bugs

Post by Arcalane »

4.23 - sparkrifle isn't in the valid weapon set for concentratefire, for some reason.
4.26 - you probably got a mod that skips them, I'd doublecheck your modlist.
4.30 - intended afaik.
4.32 - intended(ish). You can't customize secondaries without further mods.
4.34 - vanilla bug. Placement points in the skyranger overlap because the base game had strict squad size limits and seats could not overlap.
4.44 - psibomb/riftbomb does have a failure chance for the weapon scrambler effect, so not a bug?
4.46 - not a bug. burning disables pretty much every action besides move, hunker, and use medkit on self, and for good reason; being on fire is pretty distracting/serious.
4.50 - afaik this is intentional. you can take as many officers as you like but only the highest-ranking officer will be able to use their officer skills.
4.60 - intended. the perk description clearly states that the extra is a basic pistol and only given if you take a pistol in the first place.
4.64 - infiltration speed isn't affected by mobility. the modifier comes from the weapon type itself. adding more items will make them infiltrate slower. diminishing returns is in effect for reducing items (e.g. suppressors).
Phantom
Posts: 31
Joined: Fri Jan 13, 2017 5:03 pm

Re: List of bugs

Post by Phantom »

4.44 maybe it was because of a failure, i can not remember. Did not know that it has a failure chance.....
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Arcalane
Posts: 339
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Re: List of bugs

Post by Arcalane »

IIRC the chance to resist is some kind of contested roll based off the user's Psi Offense and the target's Will. Soldiers with very high will should have a chance to resist if you get lucky. Not sure exactly how it works though.
Thinman
Posts: 1
Joined: Tue Feb 14, 2017 8:28 am

Re: List of bugs

Post by Thinman »

v1.1

This bug may relate to 4.19 or others on the spawn location of VIPs in cells or other PCs/NPCs on the map:

4.94 VIPs on jailbreak missions spawning in the same square occupied by cell furniture: e.g. the bed or toilet. The VIPs are unable to move and can't be rescued. Only action available tot hem is to hunker down. I wondered about a workaround where it might be possible to incapacitate them and pick them up but that doesn't seem feasible.
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SonnyWiFiHr
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Re: List of bugs

Post by SonnyWiFiHr »

4.79 The burnout ability from technical will not show in the soldier ability list where all his abilities are listed.

Can confirm that.
The Preacher
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