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Messages - Dantalion

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1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
« on: November 01, 2018, 11:51:44 pm »
Alright, wanted to try out some things from newer versions after finishing the mod with 2.15.
Then immediately stumbled upon a crash - it's a backwards compatibility thing (old save), but since it's a late-game feature, maybe nobody noticed yet.
Even though it can be worked around easily, I still think I need to report this:
>Starting a battlescape or opening inventory of soldier equipped with Ogre armor will crash.
Here's the log:
Spoiler:
[02-11-2018_00-45-50]   [FATAL]   A fatal error has occurred: Sprite .SPK not found
[02-11-2018_00-45-50]   [FATAL]   0x88d210 OpenXcom::CrossPlatform::stackTrace(void*)
[02-11-2018_00-45-50]   [FATAL]   0x8908a0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[02-11-2018_00-45-50]   [FATAL]   0x4015a0 exceptionLogger()
[02-11-2018_00-45-50]   [FATAL]   0xc29308 MPEGaction::MPEGaction()
[02-11-2018_00-45-50]   [FATAL]   0x66a5a0 OpenXcom::Mod::getSurface(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[02-11-2018_00-45-50]   [FATAL]   0x8fd680 OpenXcom::InventoryState::init()
[02-11-2018_00-45-50]   [FATAL]   0x8f4c20 OpenXcom::InventoryState::btnNextClick(OpenXcom::Action*)
[02-11-2018_00-45-50]   [FATAL]   0x766d9cee malloc
[02-11-2018_00-45-50]   [FATAL]   0x401810 SDL_main
[02-11-2018_00-45-50]   [FATAL]   0xaad280 console_main
[02-11-2018_00-45-50]   [FATAL]   ??
[02-11-2018_00-45-50]   [FATAL]   0x76a5342b BaseThreadInitThunk
[02-11-2018_00-45-50]   [FATAL]   0x774497cf RtlInitializeExceptionChain
[02-11-2018_00-45-50]   [FATAL]   0x774497cf RtlInitializeExceptionChain
[02-11-2018_00-45-51]   [FATAL]   OpenXcom has crashed: Sprite .SPK not found
Looking into battle.cfg (since it was reproducible with "new battle" mode too), it looks like the old version used STR_WALKER2 as armor ID, now it uses STR_WALKER2_UC. Likely the source of the issue.
There's an obvious easy workaround though, unequipping the "old" armor will delete it from your inventories and manufacturing & equipping a new one will work properly.
Not sure that Cyclop armor is not affected, I did not really have it in my old save. If the ID was changed, then it's the same thing.

So yeah, up to author if that's a minor issue or it should be fixed.

2
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 23, 2018, 10:00:47 pm »
And of course I forgot to include few important notes. So, part 2 Down below:

Spoiler:

Thanks for detailed feedback.
After some time in my test play, i noticed that my storages contain more than hundred of mag.nav. and ion engines. Not saying about thousands of aquaplastic. So i decided to make some more use of this components. Yes, you are right, but all things will change with new update. (i have a plan)  ;)I hope so.
I had an idea after I thought about it a bit. Perhaps there's a way to turn Mag. Navigation into a currency. Like, disassembling one gives 5x magnetic components, or something like that. And for Soldier weapons you need 1x of those, but for Craft weapons 10x or more. Up to you.

They must not be fair, they must be horrific (like Tentaculats in early game) Need to upgrade, thanks.
Actually, maybe decreasing stun damage modifier will do. Maybe sonic too. Their health pool and armor are already huge :)


It is in live HeavyGillman interrogation. Maybe not clear enough...
Right, I completely forgot that I didn't get a live Technician from those. There is a hint in their general race ufopaedia page indeed.
 
Change of versions during your play. Now it is Cyclop, who need Triscene. I think. Or... need to check. :)

Code: [Select]
name: STR_WALKER2_UC
category: STR_PERSONAL_ARMOR
requiredItems:
STR_AQUA_PLASTICS: 80
STR_MOLECTRONICS: 5
STR_ZRBITE: 25
STR_ION_BEAM_ACCELERATORS: 1
STR_TRISCENE_CORPSE: 1
From v2.15 - yeah it was Ogre, cyclops just uses 1 cryogenics instead.

Well, i tried to soften this feeling from vanilla. Maybe not enough. Maybe more nerf? I think i saw psi-accuracy reduction over distance...
MC is indeed hard to balance. It's either completely overpowered, or you use "line of sights Psionics" mod and the game is easier, but then MC is not that useful for you either.
Perhaps, after all, the 2012 Xcom handled psionics correctly, by adding exact this limitation...

Turtle it is.
Yeah, I didn't bother since Displacers are way more useful, and they do already enough damage. On the other hand, if Ion HWP had armor penetration...

I think it is too OP.
Fair point, it's just how I love my late-games to be. High-tech, sometimes overpowered stuff to get some deserved revenge on aliens  8)

That's odd. Will check, thanks.
Don't remember about normal bionic armor, but advanced one had that issue for sure. Couldn't revive a guy when he took a thermal bomb to the face.

Almost forgot the mindworms island. Quite an experience. Good idea, though it's not a hard mission since you can't lose soldiers if you have at least one HWP. But it's really annoying to search for those buggers in the "trenches",
you can even fall there and get stuck completely :) So the only thing that really needs improvement there is terrain geometry, since some of those trenches cannot be seen at all except VERY specific angles.

Also, were bombers supposed to be tougher than dreadnoughts? I received so much more damage from them overall, their shield seems like 5x tougher than others.

And finally, the one thing I really wanted to have in late game. Since the later armors tend to have 1 hand occupied (or you're using melee stuff) it was logical assumption that you could develop an improved sidearm. Not the sonic pistol and not the bulky ion sidearm. Something like Sonic SMG , Solitone Sidearm, Ion smg, whatever. Final modpack for UFO has an SMG with 6x round burst. Less shots, shorter range but higher damage than sonics, maybe even slight 10-15% penetration - and it would be a great addition. While, of course, keeping the 2-handed weapons the preferred option for raw firepower. I somewhat abused high-TU high-energy soldiers with drills in mid-game until I got MC and really felt the lack of light 1-handed effective weapons.


3
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 22, 2018, 05:39:03 pm »
Hello.
Could someone tell me how to get rid of Sonar Buoy?
I cannot sack it. I occupies subpen space.
Thank you.
Or you could park your Buoy at a nearest alien colony and their "towing" service will be there asap to happily help you dispose if it  ;D

Anyway, as promised - some feedback/suggestions/impressions for this mod (mainly intended for Nord, but if you don't care for spoilers, can check it out too)
Wall of text below.
Spoiler:
Overall, this mod did it's job lore-wise quite well. Establishing early tech and having some unneeded, but lore-related research was nice. The only thing I could expand is T'Leth lore and maybe post-game screen (if it's possible) to bridge the events to Xcom Apocalypse (If I remember, it was canon that T'Leth destruction polluted whole atmoshpere of Earth). Also some more research on "ultimate alien" and "who are the Freaks" lore.

Early game:
The start felt really nice, you're not forced to even fight with aliens first month or so. Felt refreshing kicking some cultist ass (who are weak but you're also weak on that stage, since you can't bring heavy armor to surface missions). Mutant missions are interesting as well, but they get old after a while. Hallucinoids underwater monsters mission was the toughest for me, since they "eat" AP ammunition for breakfast. Was solved via heavy spam of Magna-pack explosives.
Polyphs are bull***, no comments there. I feel the guy who told in this topic about his spawnpoint being surrounded by those. I suggest nerfing their reactions/blast radius/time units, something.

As soon as you get gauss, things start to heat up. I also disagree with the magnetic navigation requirement for ONE pistol/rifle/heavy/auto etc. For ships it makes sense indeed.
It just forces you to grind more weaker USO's for these, since not all USO's even have them on board.
Gauss autogun is a great idea, that was my weapon of choice until I got sonics, even then it was still useful. Cannot say same for Gauss sniper. Low ammo, not so high damage, high TU cost.

Mid game:
I guess the mid game is when you start using PWT / alien sonics. Also when aliens are really starting to spam bases where they can (perhaps this will be changed in 2.15, I had my mid-game in earlier versions).
The idea of being unable to recreate any sonic weaponry is neat, but at the same time, playing well will net you a ton of their equipment anyway. That was when I suggested disassembly of sonic ammo (glad you added this as well). PWT and melee from vanilla were not changed. I'm not sure if it's for better or worse.
For PWT it's incredibly strong on non-lobsterman levels (those bastards can eat up to 3 blasts and still survive) enabling you to clear for example whole first colony middle-part. Making everyone else on the level panic ;D
Perhaps, I should have enabled the "aliens pickup weapons" option, since I had easy time once I force level-wide panic.
Drills (vanilla melee) are still hilariously overpowered. Even more with the "alternate moving methods" option enabled. This made clearing even lobstermen colonies easy because you can just sprint to one when detected, couple hits and done.
I still found the chainsword quite useful however. While it's very uneffective TU-cost wise (you can do up to 10x more damage in same TU amount with drills), it's still invaluably useful because of wall-breaching capability. I believe there was a similar item in Openxcom mod "Fusion torch" which I also used all the time to breach UFO's.

Mid-late game:
For me the Sonic manufacture research came way later because I had no MC and couldn't capture a biodrone. So it changed when Freaks arrived with their crabs (which starts from when you research the clone Chamber I believe). Freaks remind me of starspawn from Cthulhu mythos (perhaps that was the intention) but they aren't that intimidating still. Only the shielded ones can pose a real threat, while the other ones can die even from gauss easily. Hellcrabs can be stunned in 2 hits if lucky, but they have impressive hp/armor, so generally a fair unit.

Sonic auto and sniper were somewhat a disappoinment for me until I edited them a bit. Auto variant really needs a snapshot and a damage (or armor penetration) adjust. It's still possible that a lobsterman survives a 4-shot volley, which takes 50% of your TU anyway. Sniper variant is good due to armor-penetration, but still isn't always reliable.
Ammo count was really low, I found myself comfortable with 20 on Auto and 10 on sniper. You can just raise zrbite requirement together with ammo count for balancing.

Liked the upgraded aquatoids/gillmen as well, but for me they appeared more rarely than normal variants even in later stages. Jellymen are a quite nice addition as well.
Oh, and there wasn't a clear hint for Armored Gillman Technician I believe, or I missed it, but it's needed for mech-suits.
Speaking of mech-suits, I wasn't really impressed. Especially when my Ogre armor guy got one-shotted through his shield with full hp with sonic cannon. Their grenade launcher is great indeed, but the sonic ram has really short range. Coupled with heavily reduced TU on soldiers in such armor, it's becomes slow and ineffective. Haven't tested Cyclop variant though since I had the later research already done.

Question - the Ogre armor requires Triscene corpse. But it was the Cyclop variant with the "flamethrower" weapon from Triscene. Mistake or intentional?

Late game:
The true late game comes when you get MC. It directly depends on mindworm missions though.
Once you get MC armor and MC Battlearmor, 3-5 MC-gifted or just skilled MC soldiers, the game is basically over. For aliens. Since MC doesn't need line of sight, you keep your MC soldiers in spawn ready for action and storm the front with normal soldiers + MC battlearmor ones. The MC radar on the MCBA is INSANE. A lot of examples on it's usage:
Spawn on alien colony pt2 - you can instantly detect some bastards below the elevators, MC them and start bringing destruction. In fact, I had couple of bases where I destroyed the Synomium in ONE turn via alien MC chain.
Spawn on alien barge - same stuff. It's tightly packed with aliens, so on first turn you can already do major damage.
Spawn on terror / UFO mission and you can already detect someone outside the sub. Then you don't even need to risk reaction fire by just MCing the hell out of them on first turn.

I get the idea with MC nerf (limiting it to only one armor, which is weak.), but it still doesn't make it any less powerful. Without LOS requirement, you don't need to bring your MC crew to battlezone, just keeping them in the sub is enough. Even the Energy requirement is not helping, since you can "medkit" your MC soldiers with stims.

The other late-game stuff is Ion tier tech. BIG disappointment. I expected it to somewhat replace the Humanmade sonic tech, but instead it's just Ion piercer with 100% armor penetration, but ONE shot and 2-square ammo size. No displacer variant. Not usable on surface. Most weapons are alien-made. For Ion I was expecting every weapon to have some sort of armor penetration (but Tech Tree doesn't show any), but it's useless against armored foes. Armored tasoth/lobstermen take almost no damage. Only the craft Ion cannon was somewhat decent, but it's only really useful with 100% bravery pilots, since otherwise the shields are gone earlier than you can fire. With 100% bravery though, I even had my Manta with shield down a Dreadnought completely unharmed (shield was still up).
Solitone is a completely different story. Amazing bombs, Ogre grenades and solitone charges with armor penetration, but I wish for some way to replicate Solitone Bombs for launcher. I really didn't recover much of them even in 2.15. Also a solitone upgrade to PWT would really spice things up, since it generally one-shots your soldiers even with base ammo anyway. But if Lobstermen start to fear PWT it's another story.

Also, on late game I still get mutant / cult missions once in a while. The cult ones should be gone since you researched their database (and it states that Interpol is now hunting them) since they are just fodder when you have armors / sonics.

Other stuff:
Armors - I appreciated the Bionic/Hybrid/Adv. Bionic tier. Regeneration is really nice. When you don't get 1-shot. Unfortunately, most armors have this problem. Only shielded variants have some sort of insurance against that. Oh, and Bionic armored soldiers cannot be healed I believe (it says "there's nobody there). Which becomes awkward once they get stunned - you just can't use a medkit to bring them back.
Craft (and their weapons) variety - nice on early-mid game, but in the end it all comes down to Deep Angel / Manta / Leviathan. Stingray for slower Large targets in some cases. Torpedoes - I generally preferred Dolphin ones, the other seemed not so useful. Nuclear torpedo is really fun though, when it hits despite it's miserable 30% accuracy.
Suggestion is to add some Sonic/Ion variants for late game, since once you get Oscillators, you don't even really need torpedoes, if enough Zrbite is provided.
General geoscape balance - the old "gauss cannon" profit schema is gone, but you can still do less lucrative Particle sensors / Medkits. Gets you 3-5 millions per month. Having 2-3 bases with workshops can make you forget about funding and infiltrations completely. I guess you can somewhat change this balance by increasing prices / lowering profits, etc. If that's the intention anyway.

Some stuff I really loved and hoping to see in the OpenXcom UFO defense mods (they probably came from UFO to this mod anyway) is Training Pools / Adv. Medkits / Adv Flares. Naval / Transmission Nexus is really great as well. Shields are incredibly useful (especially for expensive crafts) and for soldiers it works as insurance.
Could even use advanced smokes (since I ran out of storage space on first few months and couldn't buy smokes anymore  ;D

Stuff I never got:
Flamethrower (not even sure it's possible to obtain)
Underwater Cult missions.
Oct terrorists (the first and last few of them appeared only on T'Leth pt.2)

Otherwise I ended on 94% research.
Sorry for such a long read, but I had to get it out of my head, since I don't plan to re-run TWoTS in some while. Had enough of lobstermen and 15 interceptions per day for a few months ahead ;)


4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 18, 2018, 09:46:47 pm »
Ah, it was so close  ;D

But actually managed to fix it, it's a simple missing "STR" before TASOTHGUARD on line 5122 alienDeployments.rul
The last strange glitch I found was tasoths in tleth part 3 having thermal launchers / PWT with 0 ammo, but armed. If you unload those, the ammo is pwt disruptor (the gun itself, not the ammo for it) which is weird. Maybe it was happening in vanilla, but I can't remember. Also few of the tasoth guards were unarmed at all (not even grenades).

Anyway, mod done. Was quite a ride. 3411 total subs detected, finished on feb 2040.
Will try to compose some overall impressions later.

Thx for such an awesome mod @Nord  :)

5
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 14, 2018, 11:49:30 pm »
Few more things:
-few missing strings
-Recycle ion cannon uses sonic cannon clip instead
-Heavy Ion cannon object overrides corpses objects for some reason. Corpse is there, but cannon is always shown on top.

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 11, 2018, 08:31:45 pm »
Another barge problem:
Got Tasoth barge today, that bugger spawned on L0 way below the map. In fact, he doesn't even have walking animation there.
Without Bug hunt would have never found him, hehe.

Also, november 2039 and the aliens are still hell-bent on infiltrating "something" in arctic / antarctic. Got the USO counter up to 2064 now  ;D

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 08, 2018, 05:15:00 pm »
Graphics issue, but this one crashes the game.
(Simply MC a mindworm and switch to him. Haven't tried locust though)

8
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 07, 2018, 02:12:35 pm »
My Triton is in Europe, whenever I land at a crash site, my Triton flys straight over the alien base and gets shot down.
It seems to be an OXCE+ change or mod, because you can't redirect a troop transporter after a mission (even after an aborted one). If a path will cross the base radar range, you can send an interceptor few hours earlier to take care of the hunter.

Interesting bug with Needler terrorist.
I just controlled one via MC and... he doesn't use TU for moving. Even more crazy - he can move through walls  :o Only uses TU for shooting/doors/lifts/turning.
In theory you can just run through whole map like that (and MC everything ofc)
Oh, and needlers also don't have Inventory screen. Most other terror units had, so it might be not intended.

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: July 03, 2018, 08:44:08 pm »
Other thing: i think it is necessary to decrease quantity of retaliations, how do you think?
Hmm, personally, they try to raid my bases not much more often than vanilla. Only thing is I once had a raid on a fresh base which didn't even launch interceptors & had no radar, lol.

What seems weird to me is the amount of infiltration usos, especially on Arctic / Antarctic area for whatever reason. Got at least 3 colonies still not taken care of and they send battleships, supply, dreadnoughts weekly and scouts almost daily, but never do anything to nations (already lost Icelandic Union but that was it).

Attempts to infiltrate actual funding nations are much-much more rare atm. Already 1.5 years into the playthrough though.

10
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: July 02, 2018, 10:40:40 pm »
Does the bughunt mode only activate on retialation missions?
Seems it's not related to mission type, I had it on underwater maps, alien colonies, artefact sites. It triggers at 20-25 turns, but might need specific amount of enemies left.
Actually had one case when it didn't trigger on 50-60 turns on colony with 1 enemy left  :)

I think I found a bug: I can`t arm my Cormorant ship. I`ve got 2 Ajax torpedo launchers and can`t equip them. They are definitively available:
Check ufopaedia ingame, all the ships/armors etc have new attributes and it's written there. Cormorant, for example, only has 1 cannon slot.
Later subs will have 2x torpedo + 2x cannon, which is quite nice.

Spoiler:
Also small tip - if you get interceptions coming for your ships - it may be a hint for a colony nearby. The ships usually launch from there and if destroyed - need some time to get rebuilt.

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 29, 2018, 10:41:11 pm »
Another small issue:
Jellyman colony attack part 2 - the items from stage 1 do not get transferred to equip screen. You get nothing at all on the ground after stage 1.
Seems like they still get recovered properly at the end.

Another one:
Skullshrimps do not have a "blast" sprite on death.

Also:
Spoiler:
Jellyman Ruler is not found in colonies? Weird, that's the most logical spot I expected to find them in. I assume there are special events to get one then?

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 17, 2018, 12:55:44 pm »
Regarding the biodrone terrorist...

If we trust the ufopaedia site, the bidrones are identical to cyberdiscs in all aspects except size and melee attacks (https://www.ufopaedia.org/index.php/Cyberdisc)
This likely means that they also cannot be captured alive same as cyberdiscs:
Quote
Live specimen
( Note: it is not possible to capture one, the only way to get this report is to get it from a captured medic.)
So if your way to get one alive is MC control (which I believe is also only possible with option "aliens controlled count as captured") then it's a bit un-intuitive.
I guess it's a way to make the sonic WM much more lategame than just researching alien sonics. Wish you would consider changing that, but it's your call  :)

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 14, 2018, 09:14:06 pm »
Sorry, there was a critical bug until the last version, which not allows to spawn the hellcrabs.
Hope it doesn't mean I have to restart if I started in v.2.11 ?  :-[

Upd.:
Sorry, Dantalion, i can not debug this segmentation fault for now. only reason i can assume is a conflict with some other mod you have.
Nope, I just checked with all other mods disabled (I basically only have the disruptor, which I didn't research anyway and PSX Music / Sounds + few of the standard mods which come with OpenXCOM)
still crashes with only TWoTS enabled.

14
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 13, 2018, 09:15:25 pm »
Floating enemys around barge - it is as planned.
Yeah I didn't mean hallucinoids / ghosts etc. A lone naga guy was floating in midair in the dark (I don't think they have floating ability :) )
About biodrone - now you have two options: mind control last biodrone, or research live hellcrab.
Bah. Out of luck then for now, still have no disruptors / haven't seen hellcrabs after 1 game year either.
About music: any suggestions wich one to use?
Not necessary to add any new tracks, you can just point these maps to use normal surface battlescape / underwater battlescape tracks, that would be good enough ;)

Suggestion:
Over time you end up with absolutely crazy amounts of pulsers/pistols/blasta-rifles clips, wouldn't it make sense to have ability to dismantle them to zrbite? Especially since there isn't a foreseeable way to manufacture them youself (except the 2 other human-made sonics)

Also I stumbled upon a Disruptor cannon mod which I downloaded way back when mod portal was active, now this mod is nowhere to be found online. TFTD didn't have much standalone weaponry mods unfortunately.
While it's intended for vanilla (tested it - those weapons are obscenely ovepowered), I got curious why the sprites for it don't work properly. They have black background, and basically overlap with everything on inventory / battlescape.
Perhaps it's for a really old OpenXCOM version? Since I have checked your sprites, the HandObs have a single *.png file with 8 sprites, while those ones are 8 *.gif sprites instead. I could try to fix it myself if it's not much of a hassle.

Update:
Got another consistent crash now, on military base assault (2-stage, first with snowy landspace and lift in center and second stage in dark ruins below) when going from 1st stage to 2nd.
Attached save in this post.

15
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 12, 2018, 02:15:58 pm »
Hello,

Been playing since 2.11. Liking so far, guess it seems somewhat longwar-inspired (xcom2012 mod).

Few problems I've encountered so far:
1. I'm almost certain there's some sort of bug with biodrones. Since it requires researching a live one for certain important techs, I've tried stunning a biodrone on land terror maps. The interesting part though - it's not possible. Stunning them just generates a "corpse" object and doesn't trigger the explosion but that's it. Neither the tazers or thermal shok stun them properly. In fact, I don't remember actually how it was in TFTD vanilla either.
Logically, I assumed I need to get the ufopaedia entry from a "medic" alien, but that didn't unlock anything either.
Then I've dug into the research.rul and tried changing the "biodrone_terrorist" to just "biodrone" - and that fixes the problem (if there's one), the "medic" random biodrone entry will unlock corresponding techs. However it doesn't seem logical to me that you need to basically re-roll the medics until you get the biodrone.
So it's either a bug in being unable to stun them / depending on a live one when you can't get a live one. Or third - there's a secret way to obtain a "live" terrorist which I haven't found yet, even 1 game year later.
2. Alien Barge / Alien military base assault (land 2 stage mission) are missing battlescape music so they just play whatever music was playing just before the mission.
3. Again Alien Barge (Naga race) - I recall there was a Naga spawned outside of the Barge, bottom-left corner, basically in the air. 4th or 5th level. Lucky, there's a window to see this area, but could be annoying otherwise.

P.S.:
Are the "downed ufo crash site" useful somehow (except the free points opportunity) after the initial research? Inert Elerium / Flight records do not seem to have any dependencies either.
Can they be safely ignored just as mutant village missions, if you don't need extra points?

Update:
v.2.13 now has introduced a new crash when loading savegames (occured on large ship / base defense multiple times)
[FATAL]   A fatal error has occurred: Corrupt state: Unknown original UFO destination.
Can provide saves if needed.

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