Difference between revisions of "Known Bugs (TFTD)"

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(→‎List of TFTD-Specific Bugs: Updated craft bugs based on recent discussions plus a few more.)
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*Mind Control Bugs
 
*Mind Control Bugs
 
**[[Large units#Large units in TFTD|Large units in TFTD]] suffer from even more bizarre behaviour than in UFO.
 
**[[Large units#Large units in TFTD|Large units in TFTD]] suffer from even more bizarre behaviour than in UFO.
*Map Bugs
+
*Craft Bugs
**The smallest (Survey Ship) and the second-smallest (Escort) alien USO craft get interchanged on the Battlescape map. This leads to a tiny craft full of aliens, or a large craft with only one alien. This bug is fixed by [[XcomUtil]].
+
**The floor maps & schematic pictures of the Survey Ship and Escort are swapped with each other in the Battlescape, the Interception window and the UFOPaedia. There is a (partial?) fix for this in [[XcomUtil]]. [[User:Zombie|Zombie]] has provided a [http://www.strategycore.co.uk/files/index.php?dlid=620 fix] that also fixes the routes as well as the maps.
**There is a unit positioning bug in TFTD 1.0 when placing 26 men in a Leviathan. This bug is fixed by [[XcomUtil]].
+
**The schematic pictures of the Battle Ship and the Fleet Supply Cruiser are also swapped in the UFOPaedia and Intercept window. The floorplan maps on the Battlescape are not affected.
 +
**There is a unit positioning bug in TFTD 1.0 when placing 26 men in a Leviathan. This bug is fixed by [[XcomUtil]] (and presumably in later versions of TFTD?).
 
* X-COM Equipment Glitches
 
* 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.  
 
** 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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** 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.  
 
** 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.  
 
** When intercepting a USO that is too deep for an XCom Flying Sub's operating depth, the Sub will report "Mission too deep" and return to base, rather than tracking the USO until such time as the USO rises to a depth at which the Sub can intercept. This forces you to take control of the Sub and get it to follow the USO manually, using Geoscape waypoints.  
 
** When intercepting a USO that is too deep for an XCom Flying Sub's operating depth, the Sub will report "Mission too deep" and return to base, rather than tracking the USO until such time as the USO rises to a depth at which the Sub can intercept. This forces you to take control of the Sub and get it to follow the USO manually, using Geoscape waypoints.  
** [[Known Bugs#Manufacturing Rate Limit Bug (TFTD)|Manufacturing Rate Limit Bug (TFTD)]]
+
** [[Known Bugs#Manufacturing Rate Limit Bug (TFTD)|Manufacturing Rate Limit Bug (TFTD)]] - silently wastes your Technicians' effort.
 
+
* [[XcomUtil]] Bugs
 +
** Gillmen are reported as Snakemen in some pop up messages, when using XcomUtil.
 
* Miscellaneous Bugs
 
* Miscellaneous Bugs
 
** Multi-stage mission bugs: Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of the previous stage of a multi-stage mission. These effects 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?)
 
** Multi-stage mission bugs: Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of the previous stage of a multi-stage mission. These effects 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?)
 +
** [[Dye Grenade]]s are to all intents and purposes, useless. Arguably not a bug, but it should not have survived basic playtesting. Weak weapons (eg [[Dart Gun]]) are one thing, but Dye Grenades are just pointless, as they never generate enough of a screen to block visibility. The best they would do is reduce alien visual range from 20 to 17. There would be a strong case to fix the strength of the Dye 'explosion' upward from 10 to 60 (like the [[Smoke Grenade]]) or at least 30-40.
 +
* Questionable logic
 +
** Aquanauts and SWSs are unable to move vertically in water without the use of alien technology. Apparently no one has heard of ballast belts, propellers, or flippers.
 +
** Thrown objects behave underwater with identical physics as on land - impossible.
 +
** Explosions behave underwater with identical physics as on land - impossible. (See [http://science.howstuffworks.com/explosion-land-water1.htm this link])
 +
** Projectile weapons behave underwater with identical physics as on land - extremely unlikely.
 +
** Underwater sonar arrays are able to track the position and vector of craft that are airborne - even airborne over land, in the middle of a desert, a thousand miles from the nearest body of water.
 +
** Alien "Molecular Control" is said to work via MC implants on the subject, but works on human Aquanauts (and civilians), regardless of whether the humans have MC implants. (They should've just called this Psionics like in Enemy Unknown.)
  
 
= See Also =
 
= See Also =

Revision as of 17:17, 24 August 2009

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 almost always has no effect, even on unarmoured troops. (Zombie has determined the weapon has a base accuracy of 0%, presumably a programming error). 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's ranged attack only works on land, but the Hallucinoid rarely/never appears on land. Presumably this is a programming error and was meant to be the other way round (only works underwater). The melee attack works normally.
  • Mind Control Bugs
  • Craft Bugs
    • The floor maps & schematic pictures of the Survey Ship and Escort are swapped with each other in the Battlescape, the Interception window and the UFOPaedia. There is a (partial?) fix for this in XcomUtil. Zombie has provided a fix that also fixes the routes as well as the maps.
    • The schematic pictures of the Battle Ship and the Fleet Supply Cruiser are also swapped in the UFOPaedia and Intercept window. The floorplan maps on the Battlescape are not affected.
    • There is a unit positioning bug in TFTD 1.0 when placing 26 men in a Leviathan. This bug is fixed by XcomUtil (and presumably in later versions of TFTD?).
  • 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.
  • Geoscape Bugs
    • 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.
    • When intercepting a USO that is too deep for an XCom Flying Sub's operating depth, the Sub will report "Mission too deep" and return to base, rather than tracking the USO until such time as the USO rises to a depth at which the Sub can intercept. This forces you to take control of the Sub and get it to follow the USO manually, using Geoscape waypoints.
    • Manufacturing Rate Limit Bug (TFTD) - silently wastes your Technicians' effort.
  • XcomUtil Bugs
    • Gillmen are reported as Snakemen in some pop up messages, when using XcomUtil.
  • Miscellaneous Bugs
    • Multi-stage mission bugs: Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of the previous stage of a multi-stage mission. These effects 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?)
    • Dye Grenades are to all intents and purposes, useless. Arguably not a bug, but it should not have survived basic playtesting. Weak weapons (eg Dart Gun) are one thing, but Dye Grenades are just pointless, as they never generate enough of a screen to block visibility. The best they would do is reduce alien visual range from 20 to 17. There would be a strong case to fix the strength of the Dye 'explosion' upward from 10 to 60 (like the Smoke Grenade) or at least 30-40.
  • Questionable logic
    • Aquanauts and SWSs are unable to move vertically in water without the use of alien technology. Apparently no one has heard of ballast belts, propellers, or flippers.
    • Thrown objects behave underwater with identical physics as on land - impossible.
    • Explosions behave underwater with identical physics as on land - impossible. (See this link)
    • Projectile weapons behave underwater with identical physics as on land - extremely unlikely.
    • Underwater sonar arrays are able to track the position and vector of craft that are airborne - even airborne over land, in the middle of a desert, a thousand miles from the nearest body of water.
    • Alien "Molecular Control" is said to work via MC implants on the subject, but works on human Aquanauts (and civilians), regardless of whether the humans have MC implants. (They should've just called this Psionics like in Enemy Unknown.)

See Also

Known Bugs (Enemy Unknown)