aliens

Author Topic: [FIXED] Extra ammo recovered in multi-stage missions  (Read 1653 times)

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
[FIXED] Extra ammo recovered in multi-stage missions
« on: February 18, 2024, 11:51:58 am »
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).
« Last Edit: February 18, 2024, 12:37:44 pm by Meridian »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
Re: [bug] Extra ammo recovered in multi-stage missions
« Reply #1 on: February 18, 2024, 03:33:15 pm »
OXC saves for comparison

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
Re: [bug] Extra ammo recovered in multi-stage missions
« Reply #2 on: February 18, 2024, 03:35:15 pm »
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

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9098
    • View Profile
Re: [bug] Extra ammo recovered in multi-stage missions
« Reply #3 on: February 18, 2024, 06:23:44 pm »
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
« Last Edit: February 19, 2024, 12:31:10 am by Meridian »