Difference between revisions of "Change Log (Long War)"
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(pare down b12 bugs to fatal only, add confirmed b13 bugs.) |
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Line 9: | Line 9: | ||
* Marksman's Rifle looks a little small in the HUD | * Marksman's Rifle looks a little small in the HUD | ||
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission. | * Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission. | ||
+ | * Dismissed officers do not see billet recycled back | ||
== Beta 12 == | == Beta 12 == |
Revision as of 21:22, 12 July 2014
Beta 13
- Mind Merge will heal too many hit points.
- Geoscape rarely becomes semi-frozen after missions (clock doesn't roll for item construction, Skyranger does not return from mission site). Have savegame, no idea what causes this.
- Aliens sometimes start out in view of squad
- Lock N' Load perk doesn't work for MECs; turn ends on reload
- Female weapon models not aligning with pawn correctly
- MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.
- Reaper Rounds FX not working on Battle Rifle. (XComProjectile.InitFX)
- Marksman's Rifle looks a little small in the HUD
- Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.
- Dismissed officers do not see billet recycled back
Beta 12
- Armor Health is unfilled at the start of each mission. Fixed in beta 13. Hotfix available in files section.
- Blowing up abductor or harvester causes CTD. Fixed in beta 13.
Beta 11
- Crash to desktop on encountering a Sectoid Commander due to loadout bug. Fixed in beta 12.
Beta 10
- Crash to desktop when covert operation completes. Fixed in beta 11.
Beta 9
- Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix here.
- Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex-edit fix available in Nexus Forums.