Two ADVENT Turret bugs

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Hellaki
Posts: 11
Joined: Mon Jan 30, 2017 11:56 am

Two ADVENT Turret bugs

Post by Hellaki »

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.
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