Awesome, I basically lost faith in fixes some time ago, yet here they are!
Any progress on tracking down the problem with misaligned "crosshair" if using mouse look, on linux systems?
apart from that, there is a quite long list of rather non-trivial issues, that there is no mention of in changelog - I assume they were not fixed, yet?:
1. "Hardcore"'s level permanent-post battle injuries are not permanent
(can be "fixed" in medbay for hefty sum of credits", and they seem to
happen very rarely - during tons of my playthrough, I actually saw
injuries twice on downed crawlers. More often than not, they revive
without any injuries (sometimes, even without regular missing organs).
2. Enemies with "confused" debuff *always* attack own teammates, and
don't attack anyone, if they're only one member of their team. They
never attack crawlers - it is like they are under "charm" debuff,
despite being not. This makes abilities that confuse enemies much more
potent than it should (being equivalent of much more rare and harder
to get "charm" effect).
It is worth mentioning, that "confused" crawlers work as they should
(attack random target).
3. "Special delivery" ability of Engineer doesn't work as it should, definitely and 100% reproducibly, sapper doesn't do "special delivery" when ordered to blow up.
4. The "Good housekeeping" story mission have quite scary bug - if you
unlock the "shortcut hatch", use it, then scout whole area anyway
(going through all the areas you would have been through if not using
shortcut), *then* you enter the shortcut hatch again, door leading out
of shortcut area is permanently closed.
At the same time, the hatch dialog - on the inside side - ask if we
want to go back, but only possible reply is leaving the hatch alone -
essentially making one stuck in the garbage-filled tunnel, eternally.
Fortunately, eternity isn't that long if one save+quit and reload game
- the stuck exit door becomes unstuck, again.
5. If one's fail to hack security panel in any room, and the result is
"disabled the security in the room, but triggered an alarm", neither
happens - the security things are *not* disabled, and alarm level does
*not* raise. It is just the panel itself becoming inaccessible for
further attempts.
5b. Same for soldier shooting down the security/blaster/gamma/whatever cams - in fact, he can shoot whatever he want with even minimal point sin the tree, cause failures are same as success in practice, despite flavor text about raising an alarm (camera goes 'pop', but no alarm get triggered nor raised).
6. Custom name of Wire hacking deck is "lost" between saves - it is
still displayed after loading game, but in-fight it defaults to
"Core". One needs to get into deck settings at least once after every load to bring it back.
(continuation, cause stupid GOG's post form have hidden character limit and just silently fails to post when exceeded, had to split it up...)
7. Engineer's "Twofer" skill doesn't work correctly - in fact, every
construct "clone" last exactly one turn less, than it should (so, at
lvl 1 it should last 2 turns, but disappear after one, etc.)
8. Saving during a mission where you did some Wire-hacking, (be it
manual save or just save and quit) means that - upon loading - the
Wire is in pristine state, aka you need to re-hack everything you did
before (losing deck's HP again, and potentially gaining another boons
from looted datastores).
Post edited March 15, 2019 by Cat_Lady