Difference between revisions of "Known Bugs (TFTD)"

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(Initial list of TFTD Known Bugs, with link to Research Bugs (TRTBAG))
 
(→‎List of TFTD-Specific Bugs: Additional bugs listed)
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* Research Tree bugs: see the [[TRTBAG|Research Bug Avoidance Guide]] for full discussion
 
* Research Tree bugs: see the [[TRTBAG|Research Bug Avoidance Guide]] for full discussion
* Aliens can't use carried melee weapons (Vibroblades and Thermic Lances), even though they are equipped with them. (This is a game engine bug is present in XCOM-EU as well, but it is not relevant to XCOM-EU, since in XCOM-EU aliens never get equipped with any carried melee weapons.)  
+
* Alien Glitches
* Underwater-only weapons (Torpedo Launcher, HydroJet Cannon, and their SWS equivalents) are able to fire on land during XCOM's reaction-fire phase. This should not be allowed.  
+
** Aliens can't use carried melee weapons (Vibroblades and both types of Thermic Lances), even when they are equipped with them. (This is a game engine bug is present in XCOM-EU as well, but it is not relevant to XCOM-EU, since in XCOM-EU aliens never get equipped with any carried melee weapons.)  
* The Bio-Drone's melee attack has no effect, even on unarmoured troops. This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent.  
+
** The Bio-Drone's melee attack has no effect, even on unarmoured troops. This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent - especially given that one of the best ways to deal with Bio-Drones is by melee combat.
* Multi-stage mission bugs: Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of one stage of a multi-stage mission. These include the Aquanauts becoming invisible, or becoming 'wraiths' in the next mission stage. (Does this also affect XCOM-EU, e.g. the 2-stage Cydonia mission?)
+
** The Hallucinoid does not use its built in ranged attacks, preferring its melee attack (tentacles) which is ineffective. Hence it is much more flawed than the Bio-Drone.
* There is a really annoying "Cannot intercept over land" message that pops up continually (more than once a second) during some pursuits along coastlines. This is probably because the pursuing aircraft is moving rapidly from land areas to sea areas and back again as it flies along a coastline.  
+
* X-COM Equipment Glitches
* [[Known Bugs#Manufacturing Rate Limit Bug|Manufacturing Rate Limit Bug]]
+
** Underwater-only weapons (HydroJet Cannon, Torpedo Launcher, and Disruptor Pulse Launcher, plus the Coelecanth/AquaJet & Displacer/PWT SWS weapons) are able to fire on land during XCOM's reaction-fire phase. This should not be allowed.  
 
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** Coelacanth/Gauss Cannon ammo arming bug(s): The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission. In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Craft Gauss Cannon rounds will be immediately deducted. These rounds cannot be refunded by any means. If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores.
 +
** Displacer/PWT ammo cost bug - at over $100,000 total cost per round, the ammunition for this SWS weapon is far more expensive to manufacture (both in money and rare materials) than the equivalent ammo for the Aquanaut-carried Disruptor Pulse Launcher, or the craft-based Pulse Wave Torpedo, despite being less powerful than either. This would seem to be a design mistake.
 +
* Miscellaneous Bugs
 +
** Multi-stage mission bugs: Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of one stage of a multi-stage mission. These include the Aquanauts becoming invisible, or becoming 'wraiths' in the next mission stage. (Does this also affect XCOM-EU, e.g. the 2-stage Cydonia mission?)
 +
** There is a really annoying "Cannot intercept over land" message that repeatedly pops up (often more than once a second) during some pursuits along coastlines. This is probably because the pursuing aircraft is moving rapidly from land areas to sea areas and back again as it flies along a coastline.  
 +
** [[Known Bugs#Manufacturing Rate Limit Bug (TFTD)|Manufacturing Rate Limit Bug (TFTD)]]
  
 
= See Also =
 
= See Also =
  
 
[[Known Bugs|Known Bugs (Enemy Unknown)]]
 
[[Known Bugs|Known Bugs (Enemy Unknown)]]

Revision as of 13:49, 15 November 2008

Note: Since TFTD shares its game engine with X-Com Enemy Unknown, there are many problems that are common to both games. Please track any shared/common bugs under the XCOM-EU list of Known Bugs (link at the bottom of this page). This page is just for TFTD-Specific bugs.


List of TFTD-Specific Bugs

  • Research Tree bugs: see the Research Bug Avoidance Guide for full discussion
  • Alien Glitches
    • Aliens can't use carried melee weapons (Vibroblades and both types of Thermic Lances), even when they are equipped with them. (This is a game engine bug is present in XCOM-EU as well, but it is not relevant to XCOM-EU, since in XCOM-EU aliens never get equipped with any carried melee weapons.)
    • The Bio-Drone's melee attack has no effect, even on unarmoured troops. This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent - especially given that one of the best ways to deal with Bio-Drones is by melee combat.
    • The Hallucinoid does not use its built in ranged attacks, preferring its melee attack (tentacles) which is ineffective. Hence it is much more flawed than the Bio-Drone.
  • X-COM Equipment Glitches
    • Underwater-only weapons (HydroJet Cannon, Torpedo Launcher, and Disruptor Pulse Launcher, plus the Coelecanth/AquaJet & Displacer/PWT SWS weapons) are able to fire on land during XCOM's reaction-fire phase. This should not be allowed.
    • Coelacanth/Gauss Cannon ammo arming bug(s): The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission. In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Craft Gauss Cannon rounds will be immediately deducted. These rounds cannot be refunded by any means. If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores.
    • Displacer/PWT ammo cost bug - at over $100,000 total cost per round, the ammunition for this SWS weapon is far more expensive to manufacture (both in money and rare materials) than the equivalent ammo for the Aquanaut-carried Disruptor Pulse Launcher, or the craft-based Pulse Wave Torpedo, despite being less powerful than either. This would seem to be a design mistake.
  • Miscellaneous Bugs
    • Multi-stage mission bugs: Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of one stage of a multi-stage mission. These include the Aquanauts becoming invisible, or becoming 'wraiths' in the next mission stage. (Does this also affect XCOM-EU, e.g. the 2-stage Cydonia mission?)
    • There is a really annoying "Cannot intercept over land" message that repeatedly pops up (often more than once a second) during some pursuits along coastlines. This is probably because the pursuing aircraft is moving rapidly from land areas to sea areas and back again as it flies along a coastline.
    • Manufacturing Rate Limit Bug (TFTD)

See Also

Known Bugs (Enemy Unknown)