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Author Topic: From the Ashes - initial release!  (Read 4129 times)

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #30 on: June 12, 2022, 11:08:34 pm »
Is this the right place for bug reports? Just trying out the mod right now, and something I noticed during the initial base defense :

I stunned the (former) commander, and whenever I am giving my soldiers/agents a move order (when the path is displayed but before actually comitting the move order) I get a "enemy spotted" notification which points to the unconcious commander:

https://abload.de/img/screen0008qk21.png
https://abload.de/img/screen001rmjmt.png

Is this intended?

On that account, it would be nice if "saving" the former commander would give some form of reward, maybe an unlock of some of the early research topics. Also, research progress is now checked on an hourly basis? Very helpful. Is this a user setting and/or available in vanilla OXCE or was this specifically added to FTA?

I am also unable to access the techtree viewer despite it not being disabled in the vars.Nevermind, researchTreeDisabled: was the culprit. But why are there multiple options to disable the tech tree viewer to begin with?

After the next big update I'll make a separate tread for bug tracking, for now  ;)

This is not intended, it's a floating bug I'm catching, looks like this system has to be redone for some level. TODOlisted for the next engine release - https://github.com/723Studio/OpenXcom_FTA/issues/111 (btw, Github issue tracker is the best place to report it, and the most handy one for both me and reporters).

Capturing commander will be more important in the next release.

Hourly researches is a feature of FtA, and will be not added to OXCE for now; at least, I've got confirm about it from Meridian when he rejected for performance reason (Piratez have A LOT of researches to look through in this process, I will never get even a bit close to this number, so I don't care)

Techtree is disabled by design, as I don't like that feature as a game designer. Not sure, that I understand you - have you manage to turn it on? If so, it's a bug, pls, share the way how you did it.

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #31 on: June 12, 2022, 11:30:41 pm »
Glad to hear you're still ironing outthe bugs. WIll you be adding some kind of progress tracker to let players know how much of the planned content / arcs are already implemented?

Techtree is disabled by design, as I don't like that feature as a game designer. Not sure, that I understand you - have you manage to turn it on? If so, it's a bug, pls, share the way how you did it.
The same way you turned it off, probably. Not a bug, don't worry about it.

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #32 on: June 13, 2022, 12:50:22 am »
I've been having trouble with github lately so I hope you don't if I continue to poost bugs here.

I  recety id the R&D heist and "recovered" one of the military officers. Who promtply died, because apparently X-Com detention facilities are on par with Abu Ghraib. Is this intended? Are there multiple prison types for humans?

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #33 on: June 13, 2022, 01:03:29 am »
Glad to hear you're still ironing outthe bugs.
OFC I do! I work on the project daily.

Glad to hear you're still ironing outthe bugs. WIll you be adding some kind of progress tracker to let players know how much of the planned content / arcs are already implemented?
hm, probably =) Although, for now, it's like 80% of total effort is engine coding, so content is not in my focus at the very moment. Also, content is not very much decomposed to say that, like "mib arc 38% done" as I need to define what is 100% first. I have issue tracker on github and board on trello, but it's also more about engine. I have a tree for campaign progression in miro, but as it describes campaign in details, I trat it as a major spoiler for players and it is devs-only tool. Furthermore, I share progress in Discord, for now base personnel roles feature and stealth improvements are on the table.

The same way you turned it off, probably. Not a bug, don't worry about it.
hm, probably I should disable it based on `ftaGame` property, to make it more closed =)

I've been having trouble with github lately so I hope you don't if I continue to poost bugs here.
not a problem

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #34 on: June 13, 2022, 01:37:44 am »
hm, probably I should disable it based on `ftaGame` property, to make it more closed =)
If anything this is going to make it harder to follow up on bugs, not to mention that the tech tree is kind of vital to understand most mods that have any kind of complexity. There is already a config setting specifically to disable it for a mod. I don't think removing it would be a smart idea tbh.

EDIT:
How "accurate" are the time estimates for covert operations meant to be? Case in point, I have an ongoing monster hunt with 5 agents assigned that is said to finish in "several days", but which is still ongoing 2+ months later.
Code: [Select]
    covertOperations:
      - name: STR_MONSTER_HUNT_RUMORS_AMPHIBIAN
        spent: 520
        cost: 520
        successChance: 58
        assignedScientists: 1
        assignedEngineers: 0
        hasPsi: false
        inBattlescape: false
        hasBattlescapeResolve: false
        progressEventSpawned: false
        over: true
        items:
As far as I can tell this should be finished, only it never did. Meaning the agents&items are now locked behind this with no in-game option to recover them.

Also, like others have pointed out, the lack of income (apart from manufacturing+selling stuff to the resistance, and even that is lackluster) is a point of concern. I find myself unable to build any base facilities such as the workshop or the small radar because I simply don't have the funds and no ability to gain enough per month to get out of the negative. The only real influx I got was the one-time data vault mission, which came a month late becasue my team failed the handover the first time.

I also don't quite understand the whole point of monster hunt missions. I waste money in return for nothing because the corpses are worthless and I can't recover any live monsters (no option to research containment, let alone build one because lack of money).
« Last Edit: June 13, 2022, 12:49:28 pm by krautbernd »

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #35 on: June 13, 2022, 12:33:57 pm »
If anything this is going to make it harder to follow up on bugs, not to mention that the tech tree is kind of vital to understand most mods that have any kind of complexity. There is already a config setting specifically to disable it for a mod. I don't think removing it would be a smart idea tbh.
You can still see it in debug =)

EDIT:
How "accurate" are the time estimates for covert operations meant to be? Case in point, I have an ongoing monster hunt that is said to finish in "several days", but which is still ongoing 2+ months later.

Looks like a bug. I don't quite remember if it was fixed already, but I will keep eye on it.

Also, like others have pointed out, the lack of income (apart from manufacturing+selling stuff to the resistance, and even that is lackluster) is a point of concern. I find myself unable to build any base facilities such as the workshop or the small radar because I simply don't have the funds and no ability to gain enough per month to get out of the negative. The only real influx I got was the one-time data vault mission, which came a month late becasue my team failed the handover the first time.

Yeah, this is a problem for next release to solve - thing is that we tested with very greedy testers, who manage to loot everything possible on mission, so the income was not an issue on pre-release playtesting.

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #36 on: June 13, 2022, 01:08:50 pm »
Isn't it already limited to debug and locked behind to seperate config entries, i.e. researchTreeDisabled and oxceDisableTechTreeViewer ?

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #37 on: June 13, 2022, 02:45:57 pm »
Isn't it already limited to debug and locked behind to seperate config entries, i.e. researchTreeDisabled and oxceDisableTechTreeViewer ?

probably, I made it quite time ago, and I need to look at my code to refresh memory =)