aliens

Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 836369 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1530 on: April 28, 2020, 05:59:45 pm »
Small bug may be? Question marks everywhere:
Yes, wrong text language. Will fix later, thanks.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1531 on: April 30, 2020, 02:58:14 pm »
No Jellyman rank showing on stunned one:

« Last Edit: April 30, 2020, 05:38:15 pm by Shiroi Bara »

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1532 on: April 30, 2020, 03:35:55 pm »
We have already heard this many times.
Please stop spamming.
If you don't like the difficulty of this mod, play something else.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1533 on: May 01, 2020, 03:54:48 am »
No Jellyman rank showing on stunned one:
I'll look.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1534 on: May 01, 2020, 06:04:14 pm »
It might not be bug and may comes from original TFTD but I can step on tiles which have some control devices on it:


Online Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1535 on: May 01, 2020, 08:26:09 pm »
It might not be bug and may comes from original TFTD but I can step on tiles which have some control devices on it:

Well, if the TU cost is appropriately higher and the unit sprite is shifted upwards, then I'm not sure it's bad.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1536 on: May 04, 2020, 05:07:15 pm »
Strange behavior of big 2x2 Polyphs - if they get hurt, usually by heavy aquatics weapons (most time I'm using phosphorous rounds), when alien turn they start walking. It happens only once. On second turn they staying on ground. I don't have save files. But I think it could be reproduced easily via "New battle" in menu. This bug (or not) might be already reported, haven't read full topic for long time. Apologies if it's double. 

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1537 on: May 04, 2020, 05:27:00 pm »
Strange behavior of big 2x2 Polyphs - if they get hurt, usually by heavy aquatics weapons (most time I'm using phosphorous rounds), when alien turn they start walking. It happens only once. On second turn they staying on ground. I don't have save files. But I think it could be reproduced easily via "New battle" in menu. This bug (or not) might be already reported, haven't read full topic for long time. Apologies if it's double.

It was already reported, long ago, but I never managed to reproduce it.

If someone knows how to do it, I'm all ears.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1538 on: May 05, 2020, 08:55:42 pm »
Version 2.46 is up.
Changelog:
- added new weapon, acid pistol;
- now small retaliation USO must bombard your base instead of assault (not checked, if you survive that - please report);
- increased range of microtorpedo launcher;
- minor bugfixing;

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1539 on: May 06, 2020, 03:40:02 pm »
Message about underwater discovering zrbite shows up, promised me +10 amount of it, but days has passed and nothing had arrived to any of my bases. Still 1 (for research purpose only) left in stores. Version 2.46.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1540 on: May 06, 2020, 10:47:12 pm »
Regarding our friends polyphs. This is save file before I shooted it using phosphorous rounds. Hit succeed and polyph start burning. Immediately skipping turn and it walking. It was second big 2x2 who did it, first did not. Using OXCE on Windows 10 x64. You might need experiment with RNG, because I have no idea how it will work on you PC. But on mine aquanaut hit it successfully and triggering  that bug. The things what I have found - hitting it to it's left upper or down left corners of it's sprite model with 73% accuracy triggers walking, but hitting a little bit further with half of accuracy (yellow 36% number) to right upper or down corners not let him walk. Happy investigating, hope you give us some info if you can reproduce it yourself.

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1541 on: May 07, 2020, 11:00:44 am »
- added new weapon, acid pistol;

Nice, hope you gonna add some more stuff :)

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1542 on: May 07, 2020, 11:55:49 am »
Regarding our friends polyphs. This is save file before I shooted it using phosphorous rounds. Hit succeed and polyph start burning. Immediately skipping turn and it walking. It was second big 2x2 who did it, first did not. Using OXCE on Windows 10 x64. You might need experiment with RNG, because I have no idea how it will work on you PC. But on mine aquanaut hit it successfully and triggering  that bug. The things what I have found - hitting it to it's left upper or down left corners of it's sprite model with 73% accuracy triggers walking, but hitting a little bit further with half of accuracy (yellow 36% number) to right upper or down corners not let him walk. Happy investigating, hope you give us some info if you can reproduce it yourself.

I can reproduce now.
It's some crazy pathfinding bug with 2x2 units and tiles on fire. There's a mismatch between artificially inflating the cost of walking because of fire and deflating it back when performing the actual walk. Inflate doesn't happen, deflate does, resulting in 1 TU and 0 Energy walk cost.

@Nord: totally not worth fixing on OXC(E) side, I would just break pathfinding even more. Please use the "allowsMoving: false" flag on the armor... this will 100% prevent any attempt at moving.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1543 on: May 07, 2020, 08:46:19 pm »
Ok. Will do. When someone will find another 3 bugs. :-) (new principe - each 5 bugs leads to the patch.)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1544 on: May 08, 2020, 05:25:54 pm »
Damn, the new acid pistols almost 90% useless - 3 tiles aim shot range and 5 maximum where 2 last dramatically accuracy drops even for aimed shot. Plus they have strange explosion effect when hit the target. Yes, they for close range, but why so small distance? Any chances to rework them may be?