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FuzzyLogic77: I am not talking about fleeing though but about them moving during my turn while I am still in infiltration mode. Should have made that a bit clearer in my first post.
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Swedrami: Haven't noticed this at all so far.
If that's actually a thing I may have to pay a little more attention to see if it's occurring on my end too.

A bug it is, just had it happening a moment ago.

One of my (trespassing) agents was just about to leave a room with one seemingly stationary civilian staring at a bulletin board on the wall (absolutely no sign of a path he was about to take during the next turn or anything). Just when I manually opened the door to the hallway outside (to make sure there was no guard patrolling) the civilian actually moved away from said bulletin board on the wall, and, fortunately for me in the opposite direction.

Not sure if me manually open the door was the trigger or something but civilians suddenly moving during the player's turn is definitely a thing.
There definitely seems to be a correlation here.
Just had another civilian move the moment I manually opened one of the doors into/out of the room he and the agent were in.
My game is now stuck on an unsolvable investigation which i have no way of avoiding.
Eventually i will get a msg that one of my analysts "solved" the investigation, and will be forced into the investigation screen.
Once there the red line just stops after 2 clues ( no 2nd keyword to link to) and i am unable to interact with the game from that point on.
The save/load menu is still accessable, but i cant get out of the investigation screen.
Hey, thanks for a great game.

Got two bugs to report:

- My character started training (Covert Operations II) but then became "available" without completing it. Progress is still at 0%, with no way to resume training - it says on the "character training" menu that they're busy. I can still use the character on the world-map, but when I add him to combat scenarios, the avatar won't appear with the others, even though his status is "available".

- Both of the choice-boxes grayed out during the personal history event with the hacked computer science magazine. So there was no way to continue since I couldn't choose an alternative. Had to quit the game with task-manager.

Cheers.
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Swedrami: Haven't noticed this at all so far.
If that's actually a thing I may have to pay a little more attention to see if it's occurring on my end too.

A bug it is, just had it happening a moment ago.

One of my (trespassing) agents was just about to leave a room with one seemingly stationary civilian staring at a bulletin board on the wall (absolutely no sign of a path he was about to take during the next turn or anything). Just when I manually opened the door to the hallway outside (to make sure there was no guard patrolling) the civilian actually moved away from said bulletin board on the wall, and, fortunately for me in the opposite direction.

Not sure if me manually open the door was the trigger or something but civilians suddenly moving during the player's turn is definitely a thing.
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Swedrami: There definitely seems to be a correlation here.
Just had another civilian move the moment I manually opened one of the doors into/out of the room he and the agent were in.
I've had this happen too. Freaked me out at first since I wasn't expecting it. I'd guess it's intended and possibly a fix to the issue people had when the game came out, where civilians were blocking important things - though I still would expect them to move on their turn, not the agent's turn.

Plus the fact that it can cause a civilian to suddenly be able to see an agent on the agent's turn, which could potentially be annoying (so far I was lucky enough that it was always my disguised agent who triggered this.
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Vizera: My game is now stuck on an unsolvable investigation which i have no way of avoiding.
Eventually i will get a msg that one of my analysts "solved" the investigation, and will be forced into the investigation screen.
Once there the red line just stops after 2 clues ( no 2nd keyword to link to) and i am unable to interact with the game from that point on.
The save/load menu is still accessable, but i cant get out of the investigation screen.
Sounds like a bug alright.

A possible workaround might be to remove the agents before they finish the investigation, and just do the investigation yourself. So far I have yet to see agents actually doing anything when I set them to investigate, since I solve all of them myself whenever there are enough clues.
Post edited August 28, 2018 by squid830
Having a bug where sometimes, during overwatch, my agents deal 9999 negative damage and thus fully healing the enemy.
Seems to happen more often with shotguns than other weapons.


Using 1.0.4
Having an issue where my game is now in Ironman mode. If I load a previous save, I can save the game, but as soon as I end my turn, no manual saves, no autosaves, no quick saves.

I've tried starting over and deleting saves, to no avail.
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Arkandos: Having a bug where sometimes, during overwatch, my agents deal 9999 negative damage and thus fully healing the enemy.
Seems to happen more often with shotguns than other weapons.

Using 1.0.4
Ah, i saw this four times in one mission, this is a not so cool bug...
And i had no shotgun with me.
Post edited August 29, 2018 by hollibolli1970
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Vermillion665: Two bugs to report on my end.
1: The audio cuts out randomly, generally happens when you change angles using Q and E.
2: The event cut scenes like the van pulling up, watcher reporting recon and so on lag badly but after watching them a few times that lag seems to get less and less until it fixes itself.
Hey!
Solution for the first problem might be reinstalling vc++ redist which you can find in _CommonRedist folder in the location where the game is installed.
To fix second issue you were talking about, we would be grateful if you could send dxdiag report, log captured during session when bugs occured and possible steps to reproduce the issues to support@creativeforge.pl.
Log should be located in C:\Users\[Windows user name]\AppData\Local\PhantomDoctrine\Saved\Logs
Thank you and sorry for the inconvenience.
There seems to be something strange going on with the Stats and their corresponding abilities. According to the Stats Info page, Sensory affects Maximum awareness while Respiratory affects the damage threshold and movement range.

But according to the below preview screens for Body Engineering, decreasing sensory and increasing sensory actually lowers your movement range and amage threshold while raising maximum awareness, and vice versa. I just updated to 1.05 but the effect is still there.
Attachments:
I found a neat bug that's actually a great way to cheat, but well, it kinda makes a certain aspect of the game way too easy.

This might not be possible in ironman mode as I haven't tried that mode yet, but if you start an informant rescue mission, rescue the informant and then restart the mission because like, I dunno, you're save scumming to get just the right agent that you want, it will restart the mission with the same map but different character placement and a different informant to rescue. That's all working as intended, except that when I finished the mission after restarting a few times I found that all the informants I had rescued before restarting were now under my command. So you can basically get unlimited agents this way and they can go over the recruitment limit as well.
Post edited September 01, 2018 by Shoelip
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Shoelip: I found a neat bug that's actually a great way to cheat, but well, it kinda makes a certain aspect of the game way too easy.

This might not be possible in ironman mode as I haven't tried that mode yet, but if you start an informant rescue mission, rescue the informant and then restart the mission because like, I dunno, you're save scumming to get just the right agent that you want, it will restart the mission with the same map but different character placement and a different informant to rescue. That's all working as intended, except that when I finished the mission after restarting a few times I found that all the informants I had rescued before restarting were now under my command. So you can basically get unlimited agents this way and they can go over the recruitment limit as well.
Oh, that is nasty...:)
I wasn't able to update the game one time. Have to delete the game every time it is updated and install it again. To be honest, that really sucks and is a bad joke...
Can attest to this as well (for the offline installer version of the base game and patches that is).

The patch_log.txt consistently logs that the patch was unable to modify both

pakchunk0-WindowsNoEditor.pak
and
pakchunk1-WindowsNoEditor.pak

since at least v1.01 of the patch installer.

I have a decent connection and download the offline installers worth 12+ GB every time the base game gets updated for archival reasons anyway but others obviously feel differently about this.
Post edited September 01, 2018 by Swedrami
Not sure how reproducible this is or if it's even possible to pinpoint the exact location or the map - during an assault mission ("Burning Monarch") on a Beholder cell (elimination of all opposition being the main objective) I prematurely ended the infiltration phase by snuffing one too many and the enemy agent ("Coroner" in this case) went off on his investigation routine.

So far so good - until he suddenly dropped from the first to the ground floor by taking a rather unusual shortcut through the wall. Unsurprisingly, one of my nearby agents was able to do the same (see the screenshots).

In case it's helpful for narrowing it down or even identify the specific map - there's a helipad on the first floor (see the screenshots).
Attachments:
znvcbxnx_.jpg (481 Kb)
znvcbxny.jpg (496 Kb)
znvcbxnz.jpg (500 Kb)
Post edited September 02, 2018 by Swedrami
Looks like some of the agents' clothing and how it reacts in certain situations could use another QA pass or two.
Attachments:
yzwnzx_.jpg (478 Kb)
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bificommander: There seems to be something strange going on with the Stats and their corresponding abilities. According to the Stats Info page, Sensory affects Maximum awareness while Respiratory affects the damage threshold and movement range.

But according to the below preview screens for Body Engineering, decreasing sensory and increasing sensory actually lowers your movement range and amage threshold while raising maximum awareness, and vice versa. I just updated to 1.05 but the effect is still there.
I noticed this too actually. Was thinking about reporting it, but I just figured the various drugs somehow affect secondary stats in addition to primary stats - but that doesn't make much sense, and even if it did it would be unnecessarily confusing.

Confirm it's been there from the beginning.

Also, is it intended that if compound A blocks compound B, you can install B first and then A, with their effects combining? I assume yes, because I've been tweaking these values to optimise effects whenever I get new compounds unlocked. My team's more modified than the 1980 Russian swimming team, and so far no nasty side effects (as far as we know - the women probably have balls and the men probably have tiny testicles by now, but they don't seem to mind).
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Shoelip: I found a neat bug that's actually a great way to cheat, but well, it kinda makes a certain aspect of the game way too easy.

This might not be possible in ironman mode as I haven't tried that mode yet, but if you start an informant rescue mission, rescue the informant and then restart the mission because like, I dunno, you're save scumming to get just the right agent that you want, it will restart the mission with the same map but different character placement and a different informant to rescue. That's all working as intended, except that when I finished the mission after restarting a few times I found that all the informants I had rescued before restarting were now under my command. So you can basically get unlimited agents this way and they can go over the recruitment limit as well.
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hollibolli1970: Oh, that is nasty...:)
Well I knew about exceeding the crew limit - I'm generally around 5 or so over, actually had to fire some guys since better guys showed up - but didn't know you could do it on a single mission!
Post edited September 03, 2018 by squid830