Backer Build 4 bugs/typos found by Setokaiva


This is my attempt at making an ongoing list of issues I’ve noticed in BB4, both bugs and typos. It’s not many right now, but I’m still playing the game and trying different things. Note that most of these are current only since before the patch that released on April 4th/5th, 2019.


element issue reproduced?
ability technician “retrieve turret” ability locks remaining AP, similar to BB3 bug involving grenade launchers yes
training UI selecting “second class” ability to cross-train technician displays no classes to train into (this only happened with 1 out of the 2 techs in my squad; 1 cross-classed into assault just fine, other is bugged) yes
battle stunned enemies can still return fire yes
ability jumpjet jump does not change soldier’s perception range to new position until they move again yes
geoscape after completing tactical mission and returning to geoscape, two separate geoscape music tracks run at the same time yes
unit/item deployed turrets are not automatically recovered from a successful mission yes
inventory UI attempting to re-organize position of “ready” items to change their binding hotkeys (1, 2, 3, etc.) fails; new configuration immediately reset by what inventory was when mission started (this happened with technician) yes
battle after technician healed sniper & an assault during alien lair raid, trying to change “ready” weapons for them triggers the green healing graphic around them, every time, turn after turn – graphic also appears if they climb a ladder yes
geoscape alien attack that destroys phoenix base with radar displays message as though hostile haven leader destroyed the radar no
battle killing crabman standing on map edge of anu slums haven defense caused his model to fall backward over the border, and no-clip through the ground like it wasn’t there no
ability alien egg-hatching sentinel in nests has electric special effect while “preparing” – this effect is visible even when the unit was never seen, giving away its position in the fog of war no
ability “rally the troops” locks out remaining AP, preventing further actions, despite the ability only costing 50% AP no
geoscape when haven event and new recruit generate on same haven at same time, the event takes precedence; new recruit window (showing type & cost) does not display no
ability using jet jump + exertion as first moves of turn does not meet 75% AP threshold for actions requiring it; it seems to be stuck at 74.9%, missing it by a thin sliver of the bar no
battle alien nest map, cover/props – soldier who moves into space occupied by coral-covered rock prop that doesn’t block movement or weapons fire (the one soldiers mantle into like going over a fence) cannot “Bash” melee adjacent enemies no
battle if last move of alien turn was a Crabman deploying shield, and a Turret could shoot that enemy, the turret can fire immediately (they fire at end of alien turn) before the enemy even finishes his animation to set the shield in place, thus preventing him taking advantage of it against that shot no


element description typo fix
geoscape event in exploration site event where “chaos reborn” disk is found by squad: “…this bring me back to simpler times” change “bring” to “brings”
geoscape event in haven event where people are sick: “Provide medical assistance to (haven name)” – missing period on end add period
geoscape event in NJ haven event where they’re looking for Daniel Stoller: “Offer assistance in hunting down Daniel Stoller” – missing period on end add period
geoscape destroyed phoenix project base mouse-over text displays name of base as normal as if it were never destroyed; also displays # of soldiers that were there change to properly show destroyed status and no soldiers stationed
geoscape phoenix project base mouse-over text displays number of soldiers, but not ground vehicles; also counts ground vehicles as soldiers create separate category for vehicles
battle UI grenade/missile launcher fire button “launch grenade” and “launch missile” buttons do not display “F” hotkey to fire the weapon, despite it working like for any other gun change to show “F” as viable hotkey for grenade & missile launchers
battle UI reload button “R” hotkey uses reload ability, but this is not shown on the button/icon show “R” as viable hotkey
ability description jet jump description of jet jump says that it “consumes all action points”, which is not true – it consumes only 75% AP, and allows further actions eliminate misleading statement “consumes all action points”
training UI technician repair acquire ability text states that technician repair restores “(generalHPamount)” or something to that effect, rather than stating that it heals 8 show “8” as HP healed to mechanicals in acquire ability text


There is such mission? :slight_smile: Damn I need to play more.



Yeah, I got that one as well. Pretty funny reference :slight_smile: