117 |
3 |
bug BB3 |
geoscape / UI |
when you have selected haven which is under attack, UI don’t update strength of fighting forces in the description box in lower left corner - only on the ring surrounding haven icon |
not fixed |
137 |
6 |
bug BB3 |
geoscape |
mistakes in mission description like “Resident Muations” or “Alien Nest destroyed” after destroying Alien Lair. |
not fixed |
69 |
7 |
bug BB3 |
roster |
when moving soldiers between aircraft and the phoenix base UI doesn’t update their order (you need to enter another screen and go back to roster screen to see change) |
not fixed |
97 |
8 |
bug BB3 |
roster |
When you travel with your Manticore from your Phoenix Base (not from any other place) you can change roster during Manticore’s flight, like the Manticore was still stationed at that base |
not fixed |
91 |
9 |
bug BB3 |
roster |
actual healing time in soldier roster is missing |
fixed |
111 |
10 |
bug BB3 |
roster |
roster tells us that soldier is healing at the moment, but when taken to the mission he is fully recovered |
fixed |
116 |
12 |
bug BB3 |
roster inventory |
when we enter soldier’s inventory in the base, game is switching to next soldier in different order than they are on Manticore or in base (looks like predefined order set in stone) |
fixed |
60 |
13 |
bug BB3 |
roster inventory |
when you take out heavy or technician armour, missile launcher or Mech Arms are also removed, but heavy or technician encumbrance doesn’t decrease, and later on when you equip again those items their encumbrance increases (and it is saved like that in save file), you need to remember to move missile launcher or Mech Arms first |
fixed |
95 |
14 |
bug BB3 |
roster inventory |
in base inventory you can equip 2-handed weapons into 3 ready slots for each soldier, where soldier’s inventory during mission doesn’t allow that, so we have inconsistency here |
not fixed |
130 |
15 |
bug BB3 |
roster inventory |
class items filter doesn’t work when you leave items in faction haven (and probably in other locations other than PP base) |
not fixed |
131 |
16 |
bug BB3 |
roster inventory |
you can leave items in ‘base inventory’ on scavenge sites and even alien bases, which I’m not sure it should be possible outside of base storage… but well eventually maybe, why not… I’m not sure this is intentional |
not fixed |
132 |
17 |
bug BB3 |
mission UI |
multiple copies of all items left in locations different than our base disappear - only one copy remains |
not fixed |
135 |
18 |
bug BB3 |
roster inventory |
you can manufacture items in Manticore (even when it is flying to other destination) which, I think, should not be possible outside of bases |
not fixed |
136 |
19 |
bug BB3 |
roster inventory |
everything that you put in what you think is Manticore cargo hold goes to last base inventory of visited haven or scavenge site or even alien base |
not fixed |
66 |
20 |
bug BB3 |
roster inventory |
when there is no empty slot in base inventory you can’t put there anything - you need to a) swap item with soldier inventory, or b) you need to produce something to create another row of items in base inventory, or c) you need to select other soldier before you can move next items to base inventory |
fixed |
67 |
21 |
bug BB3 |
roster inventory |
manufacturing ammo into soldiers backpack doesn’t increase his encumbrance until you move that ammo |
fixed |
68 |
22 |
bug BB3 |
roster inventory |
after manufacturing UI shows items as deselected but they are still selected and can be moved by mistake, so show them as selected or deselect them |
not fixed |
70 |
24 |
bug BB3 |
roster inventory |
no icon for grenade launcher in base inventory and roster, stun rod on roster is also missing, on mission it is available |
fixed |
75 |
25 |
bug BB3 |
roster inventory |
base inventory informs that almost all magazines hold 90 ammo, what is false |
fixed |
76 |
26 |
bug BB3 |
roster inventory |
base inventory informs that PX Pistol has 6 accuracy, and mission inventory informs about 7 accuracy, so where is the truth? |
fixed |
94 |
27 |
bug BB3 |
roster inventory |
inconsistency in names of items: missile launcher and ammo for it have the same name, PDW is right now NJ-P1 Defense but its ammo is NJ-PDW7 Defender Magazine, NJ Pistol and its ammo also have the same name, so after scavenge mission we don’t always know what we get |
not fixed |
114 |
28 |
bug BB3 |
roster inventory |
all armour parts have the same names like it was the same item, and similar icon, only contours are in different colour - so icons were changed, but names can still be confusing |
partially fixed |
106 |
30 |
bug BB3 |
roster inventory |
imprecise items properties (incorrect armour values - for almost all items it is equal to 0, some “location hit?” statistic which do not differ between items and is hard to say what is for, legs armours doubling armour, etc.) |
not fixed |
110 |
32 |
bug BB3 |
roster inventory |
there is something with item priority and switching between them on the mission (from that probably comes overwatch bug where you could use other weapon than intended) - game don’t remember slots order from top to bottom in ready items, but instead of that remember order in which we put things in there, when you switch to another soldier and go back to old one you can see those items sorted differently, and that order is shown on the right side of the screen during the mission - weapon put first in there (no matter in which slot) is primary, and every overwatch and return fire shot will be from that primary weapon) - so while leaving Assault with medkit in hands or any other weapon like NJ Pistol, PX Pistol or NJ Defender, if first weapon was Assault Rifle in aliens turn he pulls out that Assault Rifle and return fire with it instead of not returning or returning it with other weapon |
not fixed |
63 |
33 |
bug BB3 |
mission loot |
items from scavenge go to base instead of air transport |
not fixed |
64 |
34 |
bug BB3 |
mission loot / Turret |
deployed turrets don’t come back to base after successful mission |
not fixed |
125 |
35 |
bug BB3 |
mission loot |
scavenge loot - there is something strange going on. I did check every box on the map and found 14 different types of items which overall summed up to 22 items, but I didn’t picked up anything. Summary of the mission mentioned only 5 of those item types and sum of them was 16 and they were doubling count of items spotted by me (probably there is limitation to 5 items in mission summary box). But I did check roster inventory in base and it looks like all 14 item types were added but their number was doubled compared to crates so overall I have got 44 items in inventory. What is happening here? Does the map has some hidden crates which are emptied only when we win the map? Or there is some “double bonus for all items left in crates” for successful completion of the map? Everything which was in crates but was taken by my soldiers was not doubled and did not show up even in one copy in base inventory. |
not fixed |
126 |
36 |
bug BB3 |
mission loot |
I have also left there one my machine gun magazine on the ground. It didn’t come back to base. Isn’t things lying on the ground collected after the mission? This is why turrets don’t come back to base? |
not fixed |
3 |
37 |
bug BB2 |
Turret properties |
apply gravity to the turret - currently if you put it on the base wall or on the tower and it’s floor gets destroyed, the turret won’t fall down and will float in the air |
not fixed |
5 |
39 |
bug BB2 |
Turret properties |
Soldiers loose willpower after turret’s death - it is strange, because they don’t loose it when their weapons are destroyed, so why they loose it with destruction of turret? |
not fixed |
6 |
40 |
bug BB2 |
mission inventory / Mech Arms, turret |
Mech Arms and turrets can’t be picked up after technician death |
not fixed |
1 |
41 |
bug BB2 |
mission inventory |
heavy (or actually any class) can hold 2(two) two-handed weapons despite information in inventory says something different - try changing with Missile Launcher or Mech Arms |
fixed |
61 |
42 |
bug BB3 |
mission inventory |
entering inventory of heavy and technician always takes 25% of TU, even if you didn’t change anything there (maybe it is connected with attachments to the armour which is threated as “just attached” to the armour each time we enter inventory) |
fixed |
109 |
43 |
bug BB3 |
mission inventory |
you can’t see armour attachments in inventory during missions, so you can’t change them or see easily if they were damaged |
not fixed |
9 |
46 |
bug BB2 |
mission inventory |
you can overcome the limit of 15 items by giving items from one soldiers to another |
fixed |
13 |
50 |
bug BB2 / idea BB3 |
Mech Arms ability / Turret or Armadillo properties |
Technician Repair ability should repair turret’s main HP and its parts - currently there is situation where turret has only 1 part responsible for max HP (tripod), if tripod is disabled whole turret is lost and it doesn’t matter how much repair you did earlier, and enemies mainly hit that part, omitting turret’s gun itself - Technician Repair can work in similar way as Technician Heal (8 HP to main pool of turret + 1 HP to all its parts) - maybe you can set some cap that Mech Arms can’t repair more than half of HP from main pool and half from particular parts pool, so we will need to repair other half of HP in the base, and the same goes for Armadillo but here maximum HP is divided between many vehicle parts so parts repairing is not so crucial |
not done |
83 |
51 |
bug BB3 |
Mech Arms ability |
Electric Strike can’t attack sentinels and crabmen spawner - info tells that there is no target when Technician is standing next to them |
not fixed |
84 |
52 |
bug BB3 |
Mech Arms ability |
Mech Arms were in BB2 item with single use per turn and now you can Heal and Repair in single turn, you can also do that after Electric Strike, but not the other way - should item allow 2 actions per turn or not? Looks like Electric Strike has some condition to prevent it from using after any other ability (even deploy turret), but healing and technician repair don’t have that condition. Are those 3 abilities usable once per turn despite using only 50% of TU? If it should be like this then maybe ability description should mention restrictions. |
not fixed |
88 |
53 |
bug BB3 |
Mech Arms ability |
removing mindfragger should have no cost (0%) in TU? |
fixed |
15 |
55 |
bug BB2 |
Mech Arms ability |
Mech Arms can miss during Electric Strike - shouldn’t hit be guaranteed or is it designed to miss sometimes? |
? |
103 |
56 |
bug BB3 |
all melee attacks ability |
melee attacks should not be so much random with the part they are hitting. For example really stupid situation was then crabmen went to back of my Armadillo, made a swing with a Pincer and did 0 damage - which means he has hit the front plate of vehicle instead of rear plate |
looks like fixed? |
87 |
57 |
bug BB3 |
soldier / armour properties |
our own bleeding is not triggering properly - when you loose body parts it doesn’t trigger bleeding or doesn’t have any negative effect (like will points pool reduction, max HP reduction, encumbrance reduction, movement range reduction) except weapon and ammo handling, there even was no blood icon, so probably armour or body part properties are not triggered |
fixed |
65 |
58 |
bug BB3 |
soldier / armour properties |
heavy armour doesn’t limit heavy with the ladders, is that correct? |
not fixed |
27 |
59 |
bug BB2 |
soldier properties |
there are some problems with animations for different equipment while not used by native class (Mech Arms or missile launcher in other classes, some weapons in technician class) |
fixed |
129 |
60 |
bug BB3 |
soldier properties |
Maybe it is intentional but soldiers are loosing willpower after mindfraggers from their heads are removed - shouldn’t they be happy about fact of regaining control? I know that loosing something that was quite close to them can be brutal, but after a while they should see it was better for them. So I suppose that willpower should stay neutral when attached mindfragger dies |
not done |
81 |
61 |
bug BB3 |
soldier properties / movement |
while climbing the ladder, animation is wrong for upper body part in defence missions - it looks like upper body part remains fixed to face one direction instead of turning with whole soldier |
not fixed |
90 |
62 |
bug BB3 |
soldier properties / movement |
soldiers can jump down 2 or more floors and they don’t hurt themselves (there can be freeze in animation during this jump also), but when enemy gunfire destroys small crate on which our soldier was standing and they fall down this little distance it will hurt them |
not fixed |
80 |
63 |
bug BB3 |
Rage Burst ability |
Rage Burst ends Heavy’s actions, is that correct? or ability description forget to mention about it? For me it should take 75% of TU, so around 9 of move points. So we should be able to move from behind cover, shot with Rage Burst and hide again behind cover, but that second move is not possible |
fixed |
77 |
65 |
bug BB3 |
soldier properties / movement |
while firing at enemy soldiers sometimes take step out, and after shot they make step back, but instead of returning to their original place, they step one tile back (sometimes even behind wall) |
looks like fixed? |
19 |
68 |
bug BB2 |
soldier movement |
movement range decreases when your soldier/vehicle is moving and spots many enemies or crates |
not fixed |
19 |
69 |
bug BB2 |
movement UI |
Wrong calculation of TU limit for move range allowing attack with weapon - often after move to edge of blue range you can’t shoot, most often this case is with sniper rifle and machine gun |
not fixed |
26 |
70 |
bug BB2 |
soldier / weapon properties |
soldier not using his native weapon shoots outside of outer aim circle i.e. Technician with sniper rifle or machine gun - it should be fixed or at least there should be info about such possibility |
? |
140 |
71 |
bug BB3 |
Reload ability |
reload missile launcher sometimes don’t use missile from backpack (it reloads, but hard to say from where it takes that missile) - I had heavy with one spare missile in backpack and was able to reload 2 times, and there is probably some Assault Rifle bug which reloads one burst or just one bullet to the rifle instead of full magazine (can’t recreate this) |
not fixed |
78 |
73 |
bug BB3 |
Overwatch ability |
overwatching with pistol pulls out a sniper rifle and perform shot with it (ammo deducted from sniper rifle) - actually it was about any weapon combination, but in Sniper it was most visible |
fixed |
79 |
74 |
bug BB3 |
Overwatch ability |
killing mindfraggers with overwatch hangs the game (I’m not sure if with all weapons) - I think this is more with camera work and graphics drivers than overwatch itself, because it also happens with return fire (even aliens returning fire) - similar to point 33 |
looks like fixed? |
92 |
77 |
bug BB3 |
UI / Action Camera |
camera freeze during enemy return fire or our overwatch, using ability which resets camera view (like Fire) can help here, but during enemy turn it may be not possible |
fixed |
82 |
78 |
bug BB3 |
Rapid Clearance ability |
using Rapid Clearance took my assault back to where he used that skill previously (some say it is connected with the lack of ammo) |
looks like fixed? |
71 |
79 |
bug BB3 |
Medkit ability UI |
medkit ability description says about restoring HP to mechanical devices |
not fixed |
124 |
81 |
bug BB3 |
Grenade Launcher properties |
grenade launcher magazine has only 1 ammo or Reload ability is screwing Grenade Launcher reload |
not fixed |
122 |
82 |
bug BB3 |
Grenade Launcher properties |
firing with a grenade launcher to the same roof as soldier who is firing, made a hole below the shooter, despite grenade fell far away of the shooting person and many squares of roof between explosion center and shooter didn’t get damaged, is that normal? |
not fixed |
85 |
83 |
bug BB3 |
Grenade Launcher ability |
game returns to soldier after ending his turn when he has above 50% of TU and grenade launcher is as one of the ready items, fire grenade ability is still available so probably that ability is triggering availability of soldier (you can even have selected other weapon when ending the turn) |
not fixed |
96 |
84 |
bug BB3 |
Grenade Launcher ability |
Grenade Launcher seems to have more blast radius than it shows, more like Missile Launcher so 5 tiles radius instead of 3 |
not fixed |
112 |
85 |
bug BB3 |
Grenade Launcher ability |
Launch Grenade ends movement and other actions for that soldier except second shot from Grenade Launcher and inventory |
not fixed |
74 |
86 |
bug BB3 |
Grenade Launcher UI |
grenade launcher after selecting during mission shows only 10 shots instead of 12, but shots are counted correctly and after 3 shots it starts to go down |
not fixed |
93 |
87 |
bug BB3 |
Stun Rod ability |
Strike (melee attack with Stun Rod) ends soldier’s (for Heavy for sure) actions even if he has more than 50% TU |
not fixed |
104 |
88 |
bug BB3 |
Stun Rod ability |
stun rod can’t attack sentinels and crabmen spawner - info tells that there is no target even if soldier is standing next to them |
not fixed |
24 |
89 |
bug BB2 |
PDW properties |
PDW/Defender is not destructible - it should be like other weapons |
fixed |
98 |
91 |
bug BB3 |
Sniper properties |
sniper is getting 1 WP after kill instead of 2 no matter what weapon he is using and at what range he is shooting, he also looses 1 instead of 2 when teammate dies, it is intended like that or a bug? |
not fixed |
99 |
92 |
bug BB3 |
Assault ability |
Exertion is usable after mindfragger removal - all other abilities are disabled but not this one, should it be like that? - it is not always available, so maybe availability of abilities is random after mind control? |
? |
108 |
93 |
bug BB3 |
Technician ability |
Rally is not allowed after making any other action, so why it has 50% TU cost? |
not fixed |
28 |
94 |
bug BB2 |
Technician ability |
Deploying turret should cost TU |
fixed |
29 |
96 |
bug BB2 |
mission props |
Objective can be reached through the wall or floor (outside of building in which objective is located or walking on other floor of the building) - easy example is building where objective is on the 1st floor and you walk on 2nd, often objective is in the room and you can reach it standing before the doors to that room |
not fixed |
100 |
97 |
bug BB3 |
mission props |
Heavy landing near the crate (after using Jet Jump) doesn’t open it |
not fixed |
30 |
98 |
bug BB2 |
mission props |
Crates sometimes still allow picking up items through walls |
fixed |
31 |
99 |
bug BB2 |
mission props |
Crates sometimes are not accessible even if they should be |
fixed |
32 |
100 |
bug BB2 |
mission props |
You can enter some objects like car, “batmobile”, concrete walls (pillars on 2 floor of some NJ command/social building in defence mission) |
not fixed |
33 |
101 |
bug BB2 |
mission props / movement |
Sometimes soldier can’t move in few squares around him, but he can run through them to squares which are more away (movement range is messed) |
not fixed |
34 |
102 |
bug BB2 |
enemy properties |
Bleeding enemies not bleeding (or at least there is wrong UI representation of damage done) or is that part of calculation - that there is chance that enemy won’t bleed in that turn? |
? |
35 |
103 |
bug BB2 |
enemy properties |
Two enemies spawning in the same spot |
fixed |
36 |
104 |
bug BB2 |
enemy properties |
Enemies spawning in places from where they can’t move or act |
fixed |
37 |
105 |
bug BB2 |
enemy properties |
Queen and sometimes crabmen freeze and don’t know what to do, she often has it after spawn, and her minions after some fight - they are not under panic or didn’t lost weapon, but they just stand and end their turn (do they use some kind of ability or what?) |
fixed |
38 |
106 |
bug BB2 |
enemy properties / movement |
enemy pivot messed up - sometimes enemies stand horizontally on the roofs or even on the ground - it may be connected with explosives and destructible surfaces - but may be not |
not fixed |
134 |
108 |
bug BB3 |
enemy properties |
when you heal soldier who is standing above dead alien, you heal also that dead alien, and then he becomes one of the possible targets which has some hit points, fortunately you don’t resurrect him and he is just lying there like that |
not fixed |
107 |
109 |
bug BB3 |
Mist properties |
mist doesn’t hide enemy parts during manual aiming |
not fixed |
123 |
110 |
bug BB3 |
Queen properties |
queen spawns in buildings in haven defence mission which makes her completely harmless |
not fixed |
40 |
111 |
bug BB2 |
queen movement |
Queen not knowing how to go around pits |
looks like fixed? |
41 |
112 |
bug BB2 |
queen movement |
Queen not knowing how to move around Armadillo |
not fixed |
105 |
114 |
bug BB3 |
Mindfragger ability |
mindfraggers jumping from distance of 8 squares - is that normal? |
not fixed |
73 |
115 |
bug BB3 |
enemy properties / UI |
some enemies are spotted (have icon above soldier actions), but are not shown in the terrain (looks like fixed for crabmen, but crabmen spawner still has this problem) |
not fixed |
72 |
117 |
bug BB3 |
mission UI |
during the mission on main UI when you hover mouse over currently selected item’s property, label of that property goes beyond screen (i.e. 15% shred probability or others like that) |
not fixed |
45 |
120 |
bug BB2 |
mission UI |
Aiming at one’s body part highlights two (legs for example) |
fixed |
133 |
123 |
bug BB3 |
mission UI |
when soldier doesn’t have anything equipped, weapon of previous soldier or vehicle stay in the UI and may be misleading that the unequipped soldier have it |
not fixed |
86 |
124 |
bug BB3 |
mission UI |
defence missions low performance - but it is not always present, I had 2 missions which ran quite smoothly - I suppose this is related to modular construction of buildings (separate floors flashing and walls becoming transparent… and ranged weapons. With melee enemies I didn’t have a problem, or if there was only one big building there also wasn’t any problem, maybe new calculation of damage prediction is too demanding |
looks like fixed? |
126 |
126 |
bug bb3 |
sound |
sound of shooting is muted for some reason, mainly in alien base missions |
not fixed |
101 |
127 |
bug BB3 |
Armadillo properties |
When you aim at vehicle turret combat UI displays wrong label (it retains label of any other part previously targeted) |
not fixed |
102 |
128 |
bug BB3 |
Armadillo properties |
Wrong calculation of Armadillo main HP? If it is summing up all ‘maximum HP’ from parts, then Armadillo should have 40 |
not fixed |
48 |
129 |
bug BB2 |
Armadillo properties |
killing enemies with APC don’t give WP to the driver/gunner |
not fixed |
49 |
130 |
bug BB2 |
Armadillo properties |
ending turn for Armadillo’s passenger don’t end his actions, game keeps returning to him |
not fixed |
50 |
131 |
bug BB2 |
Armadillo properties |
Soldiers get crash or stuck when entering Armadillo without anything in the ready items - then if APC moves they die |
fixed |
52 |
133 |
bug BB2 |
Armadillo movement / Ram ability |
Armadillo stops during the move while spotting enemy (this is normal), but then you can activate Ram ability (so with less than 100% TU) - it is not always true, but I haven’t figured out what is exact condition for this (the easiest way to reproduce it is in alien nest when armadillo spot eggs - i know that vehicle won’t be allowed to enter there but it happen on the other types of map as well) |
not fixed |
53 |
134 |
bug BB2 |
Armadillo Ram ability |
Armadillo after ramming often get stuck in the building or near the edge of level |
? |
56 |
137 |
bug BB2 |
Armadillo ability |
Entering Armadillo takes from 0 to 100% of TU (depletes rest of available TU). It says it require 100% of TUs, but you can use it having like 1% of soldiers TU which can be misleading. Actually look below to my idea of driver function. |
not fixed |