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> List of known bugs and gameplay issues
PetteriB
post May 31 2009, 12:39 PM
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Here's a categorized list of bugs that are planned to be fixed in future version of UFO:AS. If you know any additional bugs that should be in this list, please describe them in this thread or at the UFO:AS Bugs & Suggestions forum.

Major

Plot stoppers and things that always crash or otherwise screw up the game. Need to fix these ASAP.
  • Killing enemies during the the first phase of two-phase Wargot or Starghost missions crashes the game at the end of the mission
  • Swapping soldiers in squad screen sometimes crashes the game
  • Switching to a different eye implant by double-clicking crashes the game
  • Unconscious Pillar of Death disappears if player visits the equip screen (this also happens with Starghost Defenders)

Intermediate

Annoyances:
  • Ambidextrous Chipsets don't work
  • Grenades and other indirect fire weapons sometimes have odd travelling arches
  • Enemy detection icons (! and ?) disappear when you switch to inventory screen
  • Units sometimes spawn into areas they are unable to leave
  • Player's squad sometimes spawn straight into the exit area during the first phase of a two-phase mission
  • Enemy units sometimes spawn inside the landing craft
  • 3rd level commando's Rapid Attack ability doesn't work like its description says
  • The game doesn't always localize item names correctly (displays internal English names instead)
Exploits:
  • It's possible to throw grenades over walls in interior missions
  • Psionic projectors can be used without psionic vambraces
  • Cyborg implants can be replaced freely even though it should only be possible to upgrade them to a more advanced version of the same implant type

Minor

Small bugs that cause only minor inconvenience or are merely cosmetic.
  • Research times in the Technologies list are not updated automatically when the number of labs changes
  • Manufacture times in the Products list are not updated automatically when the number of factories changes
  • Melee kills don't increase soldier's personal kill count
  • Item weight is not updated automatically after composing or decomposing
  • Sometimes entering the globe screen causes the globe to spin uncontrollably for a while
  • Loading music sometimes continues to play after the mission starts
  • No default tooltip for 'Launch mission' button


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Kriminal99
post Jun 26 2009, 05:37 PM
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Yeah dude the game has been practically unplayable for years they never fixed anything then have the audacity to still sell the game as part of packages. They filed for bankruptcy with the company that made it then remade the company with basically the same name and made more games. Then claimed they didn't have to fix this game because they weren't the same company that made it. As if we are too stupid to know to attribute their lack of ethics to the new company. Bunch of sleazebags really.
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Izmi
post Jun 29 2009, 08:41 AM
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QUOTE (Kriminal99 @ Jun 26 2009, 07:37 PM) *
Then claimed they didn't have to fix this game because they weren't the same company that made it.

I don't want to argue about ethics, just put the record straight: We of course were able to fix it and make the patches, but the budget and time wasn't dedicated to this work. Because the game didn't belong to the new owner, he couldn't profit from any additional work on that and then had no reason to invest any sources to the fixing. Understand now better?


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BadgerBadgerBadg...
post Dec 19 2009, 07:29 AM
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I was fortunate enough to come in at v1.2, quite a playable game, quibbles aside.

Any possiblity of consolidating the scripts ("The unfortunate feature of the system is that is very complicated: it uses three different text formats for data exchange, set of Perl and VBA scripts, Linux distribution of PostgreSQL and MS Excel for Windows. This is really an artifact of the way the system was developed, without a proper plan or architecture, than of the complexity of the problem.").
I'm not conversant in any of these, unfortunately.

The only real "bug" I can think of you didn't mention is the reported counter-effect of Secret Service buildings ( I've yet to verify).

    Game-Play issues, aside from balance quibbles ( I think the classes need fixin', everyone has their own) :

  • Game Speed setting - quite a few comments on that. 2x is crazy fast.
  • Base Attack Issue: Both the Wargoths and Starghosts apparently are 'supposed' to attack bases ( the Starghost mission brief seems to say this every time; even thoughit has two fields in the mission text), but instead attack resources. The player can dodge the attack, and take the province back from mutants - later in, when the Starghosts start placing pillars and you can no longer exploit this, this still isn't devastating, as they aren't targetting bases as the brief claims they are.
  • The Cultist Last-Base "fix": Military control of an area isn't necessary for guerilla organizations - this mission should be targetable against an area that is "uncontrollable" - in story terms, if anyone would have a temple in one of these areas, it would be the cultists - the transmitter(s) could be as mobile as their leadership. The ability to psawn a mission against an area w/out territory exchange already seems to exist for influence - could the target parameter for this mission be scripted outside of "controllable" territories, and thus remove the need fro the "fix" that seems to punish successful play?


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Eriss
post Dec 21 2009, 07:58 AM
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The two following listings should be edited when needed (and sorry for my not very good english in those two posts).

UFO: Aftershock (vanillia patched 1.3)

-------------------------------------------------------------------------------------------------------------------------
BUGS (I don't know endgame ones, see 1st post)
http://forum.altargames.com//index.php?showtopic=949
http://forum.altargames.com//index.php?showtopic=1263
* Tiny.
** Minor.
*** Disturbing.
**** Important.
***** Eliminatory.
© I confirm (I'll remove the "1.2" if confirmed in 1.3 too; I'll remove the bug notification if not confirmed at all in 1.3)


. GENERAL:

© **** When the game Crash To Desktop, I can have to restart the pc to put back my good usual gamma (not the game one).

© * 'Games' screen: 'Created' and 'Last modified' (pop ups on the dates) are swapped.


. MISSION screen (Tactical Scene):

© ***** Unexpected CTDs.

© ** The game still lags a little sometimes.

*** Ambidextrous (Ranger-2) doesn't really activate with melee weapons: damages are still the same (patch 1.2 has not fixed it).

** Weapons with silencers make the same noise as without (just an earing bug).

©1.2 ** The reverse Critical Hit!: A mob can be grabbed to the shooter, instead of being violently pushed back!

© *** Aiming with grenades is difficult. Often they don't seem to explode, or they explode without ejecting their content.

©1.2 ** In the zone where aimed by an AOE weapon, once used, percentages of aiming are permanently shown.

© ** Marks, of spotted units, desappear when we come back to mission screen (after going to inventory or other). We must try renewing them using alternate views (PSI in general). They may appear back too when clicking on the numbered little red alien on soldier's portrait.

©1.2 * Rescued allied just newly included in squad don't appear in scene. We must click in his portrait to make him appear.

© ** A saved succesfull continued mission is said to be cancelled after we load it (it says 'Abort mission', not 'Finish mission'). This is only text, as when we end the mission, it is a success.

*** Outdoors maps with storey buildings can very slow down the game: Switch to "SW sound" option (and restart the game), it can greatly improve the framerate!!


. SQUAD screen (Team Management Screen):

© *** After having composed an item, its new weight is not changed in the shown total weight: We must move the item to do so (if not we could discover some overweight surprise when arriving in mission).

©1.2 ***** Sometimes the game crashes when we put a soldier in another place in his squad.

©1.2 ** Soldiers can have exactly the same names. They only differ by changing their nicknames.
Some help here: http://forum.altargames.com//index.php?s=&...ost&p=16853

1.2 **** Rarely, after ending a mission, all the armors (including cyborg ones) and some weapons of the squad has disappeared. The bug might happen when the mission was lauched trough the Squad screen.

* Deaths by blade don't count as killed ennemies in a soldier career, but may give experience (Intended to not count kills of unconscious opponents just finished off with knife?).

©1.2 * In the Career tab of a soldier, the "Total got injuries:" number is not the total hurts get through the many combats, but simply the injuries left to be healed.


. GEOSPHERE screen:

©1.2 ** We can move the windows, but their position is not saved when we quit the game.

© **** Rarely when a mission pops up, it's not clickable. We must wait for another mission to appear in order to the ghost mission becoming doable, or we must save and reload, or we must load a past game and pray.

© * Sometimes, when going back to geo screen, the geosphere quickly spin in all directions (then stops).

© * A track we have disabled is still shown, becoming red (That should only be as a memory for tracks we have to rebuild when we've lost some province, and not as our action).


. RESEARCH screen:

© *** In the Technologies window, the ETA can be false when the time is not divided by the number of laboratories.

©1.2 ** There is no description (to the right), when we select a queued technology.


. MANUFACTURE screen:

© *** In the Products window, the ETA can be false when the time is not divided by the number of factories.

©1.2 * In the 'Queued manufacturing' window: The Down and Up buttons move items in the products list to the right (and not in the production queue as it is said).


. DIPLOMACY screen:

©1.2 * When we 'ask for people' (?), there is some 'division by zero'(?) (when we have no good faction with?, when we can't pay??).
(There is a bug for sure in Diplomacy, I don't remember what.)


. GLOSSARY screen:

(bug corrected)
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Eriss
post Dec 21 2009, 08:00 AM
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UFO: Aftershock (vanillia patched 1.3)

-------------------------------------------------------------------------------------------------------------------------
DUBIOUS GAMEPLAY
http://forum.altargames.com//index.php?showtopic=974
http://forum.altargames.com//index.php?showtopic=3352

(V)= Thing I verified



. GENERAL:

AM and AS have been developped for monocore processors, is RunFirst still needed?:
http://www.activeplus.com/us/freeware/runfirst/

(V) Resolution is still 1024x768 only.


. MISSION screen (Tactical Scene):

(V) The buildings seem not be destructibles, they seem only be damaged and we can't make one's way trough:
But some weapons could destroy walls to go by. Do we lack engineer weapons to destroy walls?

When the mission starts, all doors are always all opened.

(V) Cover and running speed hardly reduce the probability to be hit. But stance does reduce.

Difficulty for a soldier to shoot over a lower one? (crouched>prone, etc)
http://www.strategycore.co.uk/forums/index...ost&p=55921
Same thing for an Alien over a Flatster, etc..?

We can't fire over an object, but firing through under is possible.

(V) A soldier spins very slowly round when that's a move order, but is very fast when he turns from a fire order (Maybe he is stealthy when moving?, and don't care about discretion when firing??).

(V) A soldier can't hand an item to another: He must drop it on the ground then the other soldier has to go on it and pick up.

(V) The Objective does not tell back what kind of hostile units we do must fight off.
Sometimes we save a mission when it has just started;
and later when we load it, we don't remember what opponents were written in the Mission Briefing of the geosphere screen.

(V) The colored intended path lines set for our soldiers don't desappear when we launch the timer for the soldier obey their orders (lines appear back when in pause): They should desappear, the action will seem more cinematic.

The ending of the preliminary mission before entering a base does not collect the items from the ground. The items could be automatically picked, and memorised, to be added in the success screen at the end of the following base mission.

The Wargot Digger is not encountered as ennemy.

(V) I don't care that a soldier is selected: Logging this event in the console takes place for almost nothing gained.
To remove it, an option is needed (in the 'Confirmation' row of the Tactical game options).

A.I. shooters don't change to their sidearms/backup weapon (even if they have one) when run out of ammo or being rushed close.


. SQUAD screen (Team Management Screen):

(V) There are no longer flares as there were in Aftermath (but I almost never used them).

(V) There is no garbage can as in Afterlight: Useless items will bother until the end of the game.

(V) Items weight is not shown in their description or characteristics.

(V) Also the characteristics of the composing modifications aren't seen.

(V) When a Training or an Healing is just completed, the soldier is not selected and highlighted, when the geosphere popup window send us to the squad screen.

(V) Before assaulting the Wargot mothership:
We can't load in our spaceship the modding items as spares; so compose your armors and weapons with the needed composing items, and load the composed items in the ship.


. GEOSPHERE screen:

(V) The Laputa-mission journeys shutlle are instant (instead of "traveling to the surface in the alien landing craft"; also in Aftermath we could see the helicopter move).

A mission where we attack potential allies gives better faction with other allied races.

The sole way to having a dock mission is waiting for our port bases being raided.

(V) There are no sea missions, although they were expected on giant cargos (as told by official, and seen on one loading screen).

(V) When we resume from some other window to Geo one, we're often headed to Algiers and not to our last place.


. RESEARCH screen:

(V) In the Technologies window, the options about what is shown are not saved when we quit the game.


. MANUFACTURE screen:

(V) In the Products window, the options about what is shown are not saved when we quit the game.


. DIPLOMACY screen:

Cultist faction is not disabled. (Why would we send material to them?)


. GLOSSARY screen:

There are very few showing animations (Aftermath's were better and numerous).
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BadgerBadgerBadg...
post Dec 24 2009, 01:08 AM
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I'm still digesting all that, very thorough!

most of those i have noticed, but not all, and great to have in one place.

But Eriss, PeterriB I wnated to direct your attention to another threda particularly some behavior Okim noted : http://www.strategycore.co.uk/forums/ACM-U...=100#entry93096

and my response - to me that's pretty interesting not only because it's the kind of things i hope we can improve; but because of how different the behaviors he and i are seeing - and he says this is pre-mod behavior he was trying to fix. i'm wondering as to the difference.

Jokes aside, my first foray was into ai unit equipment was to take the knives from cultists, and half my squaddies might have died young if MOrelmen didn't inexplicably put away their shotguns.


And, NOT the grenadiers he and i were talking baout, but the wargots that carry a double, also frequently carry a grenade launcher - i have watched them change weapons b/c i was researching my mod, besides what you can loot. ( the emdikit confused me because you can't loot it, i'd see wargots charging baout with an unknown weapon afraid iof what it was going to do next).


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Eriss
post Mar 10 2010, 09:53 AM
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I edited my two lists above after the 1.3 patch.
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