OpenXcom Forum
OpenXcom Forks => OXCE Bugs => OpenXcom Extended (OXCE) => OXCE Bugs FIXED => Topic started by: Meridian on February 18, 2024, 11:51:58 am
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TFTD, with alien colony on the globe
1. remove all harpoons and harpoon clips from the craft and stores, keep only 1 of each
2. take both on the alien colony mission
3. throw the loaded harpoon out from the Triton on the ground (will be recovered if you win a mission)
4. go to green exit area and abort stage 1
5. kill all aliens in stage 2 (i.e. win the mission)
In Debriefing, you'll see 1 extra harpoon clip in LOOT.
In the base, you'll see 1 harpoon + 2 clips (instead of 1 harpoon + 1 clip).
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OXC saves for comparison
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OXC container:
recoverConditional:
- id: 0
type: STR_HARPOON_POD
inventoryslot: STR_RIGHT_HAND
inventoryX: 0
inventoryY: 0
ammoqty: 10
XCOMProperty: true
- id: 1
type: STR_JET_HARPOON
previousOwner: 3
inventoryslot: STR_GROUND
inventoryX: 0
inventoryY: 0
ammoItem: 0
XCOMProperty: true
OXCE container:
recoverConditional:
- id: 0
type: STR_HARPOON_POD
ammoqty: 10
XCOMProperty: true
- id: 1
type: STR_JET_HARPOON
previousOwner: 2
inventoryslot: STR_GROUND
ammoItem: 0
ammoItemSlots: [0, 1, 1, 1]
XCOMProperty: true
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Actually, the bug also happens in OXC... if you play without saving.
The "save/load" will likely break the loaded ammo relationship... and by accident "fix" this bug in OXC (or better said it will hide the bug).
I guess that's why it went unnoticed for so long.
To reproduce in OXC:
1. load OXC save "4-before stage 1 exit.sav"
2. exit stage 1
3. in stage 2, Ctrl+D Ctrl+K, end turn
4. check craft/base stores... you have an extra ammo