Trojan virus and stationary enemies bug

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zljchris
Posts: 13
Joined: Mon Jun 26, 2017 3:54 am

Trojan virus and stationary enemies bug

Post by zljchris »

Hi there,

I'm going to answer the listed questions one by one:
1) The version of Long War you are playing.
2) The platform you are playing on.
3) What other XCOM2 mods you are playing with.
4) The circumstances of the bug or precise steps to produce it.
5) Whether you are able to offer a savegame for us to look at.


1) Long War 2 version 1.4
2) Windows 10
3) Perfect info; Blackmarket usage; Gotcha again; Quick end turn; EvacAll; ModConfigMenu
4) In the attached save file, my specialist hacked the turret while in concealment. After two turns, trojan virus triggered, and the turret took some damage. The turret had two hp left, and the combat music was on while I'm still having the squad concealment. Then, everything on the map was bugged, and stay stationary forever. In the next turn, the turret blew up by itself, the combat music turned off, but everything still stay stationary. Save and reload does solve the problem of stationary enemies, but turret still blew itself up without me attacking. I tried again with some drones and they all took some nonlethal damage from trojan virus and bugged to death in the next turn.
In addition, the 'quick end turn' button (from the Quick end turn mod) became nonfunctional when this bug occurs. This cannot be solved by save&load but can be solved by deleting all .ini file in the config folder.
On the side note, I had this stationary enemy bug a while ago when I was playing a supply raid mission. An enemy caught on fire while I was in concealment and the combat music turned on. And again everything on the map stayed stationary. And again, I solved the problem with Save&Load. Unfortunately, I cannot provide a save file for this one.

So all in all, it seems this stationary enemies bug triggers whenever an enemy took damage and not died while the squad was in concealment. The trojan virus bug is just weird. I guess the mechanical units can't handle too many bugs. It's more lethal than a trojan virus! lul.
5) Yes, I will attach the save file here.

Hope it helps.
Chris

PS: It seems I cannot attach the save file directly in this post, so I will attach a dropbox link then.
https://www.dropbox.com/s/l23qlmbej5k3rds/save97?dl=0
tracktwo
Long War Dev
Posts: 241
Joined: Sat Jan 07, 2017 7:43 pm

Re: Trojan virus and stationary enemies bug

Post by tracktwo »

Thanks for the detailed report and save!

The trojan bug with it damaging enemies over multiple turns has been fixed for version 1.5 (not yet released).

The AI stopping is a known bug going all the way back to vanilla. The problem was that by taking damage the turret goes into red-alert, which triggers scamper (despite turrets not actually scampering). But scamper is not allowed to complete until squad concealment breaks, and no pod can move while a scamper is waiting to be processed. Exactly the same thing happens when a unit spawns on top of fire and takes damage. So the AI halts until either you reload or break concealment (allowing the scamper to complete and then everyone can move normally again). I tried to fix this before but it had bad side effects so I backed the change out, and I haven't tried again since.
zljchris
Posts: 13
Joined: Mon Jun 26, 2017 3:54 am

Re: Trojan virus and stationary enemies bug

Post by zljchris »

Thanks for your response!

I wonder if I can still hack the same mech after 4 turn cool-down of haywire protocol.
This means I can use Trojan virus to deal some damage to mechs every 4 turn while still staying in concealment. And this will eventually wipe out all mechs before concealment was broken. This little trick will be extremely imbalanced for missions with no timer, so this probably need to be fixed. But Jesus, Long War is already so freaking difficult even with these sort of little tricks. And if one day your guys make those stupid muton and andromedon intelligent enough so that they don't always get counterattacked by the 'bait' shinobi right in front of their faces, then I don't know how I'm going to play this game. But anyways, enough of the complains. You guys are amazing and I enjoyed every bit of the game. Thank you for your awesome work.
MrCritterfur
Posts: 14
Joined: Fri Jun 23, 2017 10:07 pm

Re: Trojan virus and stationary enemies bug

Post by MrCritterfur »

tracktwo wrote:Thanks for the detailed report and save!

The trojan bug with it damaging enemies over multiple turns has been fixed for version 1.5 (not yet released).

The AI stopping is a known bug going all the way back to vanilla. The problem was that by taking damage the turret goes into red-alert, which triggers scamper (despite turrets not actually scampering). But scamper is not allowed to complete until squad concealment breaks, and no pod can move while a scamper is waiting to be processed. Exactly the same thing happens when a unit spawns on top of fire and takes damage. So the AI halts until either you reload or break concealment (allowing the scamper to complete and then everyone can move normally again). I tried to fix this before but it had bad side effects so I backed the change out, and I haven't tried again since.
MAN I loved that bug :D It happened a lot when an explosion would alert a pod, but the pod was hidden. And caused every AI to just stop. Which saved my ass while trying to deal with the Alien Hunters DLC. And I was able to come back from nowhere.

I will admit I took much advantage of that bug on that playthrough :D
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