Difference between revisions of "Known Bugs (TFTD)"

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(→‎List of TFTD-Specific Bugs: USO touch down and USO assault on land)
(→‎List of TFTD-Specific Bugs: Stunned Aquanauts = civilians, etc)
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* [[XcomUtil]] Bugs
 
* [[XcomUtil]] Bugs
 
** Gillmen are reported as Snakemen in some pop up messages, when using XcomUtil.  
 
** Gillmen are reported as Snakemen in some pop up messages, when using XcomUtil.  
* Miscellaneous Bugs
+
* Battlescape 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.
 
** [[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.
 +
** Stunned Aquanaut bugs. (These might not be specific to TFTD, the situations are rare enough).
 +
*** Stunned Aquanauts in the Triton are not reported as either inside or outside the transport sub when you abort a terror mission.
 +
***It is possible to abort a mission even if all Aquanauts are stunned. Not sure if this should be possible?
 +
***If the Triton is lost (aborting with no survivors), the stunned Aquanauts are shown as assigned to "Weapon-1", not their Triton, and they become inaccessible, basically lost/gone.
 
* Questionable logic
 
* 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.  
 
** 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.  

Revision as of 20:36, 9 October 2010

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.
    • The Triton can be blown up quite badly in land maps (rather than being invulnerable as it should be). This somehow doesn't prevent X-COM from flying back using it.
    • 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.
    • USOs will sometimes Touch Down on land (e.g. several hundred nm south of the North African coastline). If you respond to these missions with an Assault, they are fought at Shallow depth rather than on land. Geoscape map/terrain data bug maybe?
    • 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.
  • Battlescape 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.
    • Stunned Aquanaut bugs. (These might not be specific to TFTD, the situations are rare enough).
      • Stunned Aquanauts in the Triton are not reported as either inside or outside the transport sub when you abort a terror mission.
      • It is possible to abort a mission even if all Aquanauts are stunned. Not sure if this should be possible?
      • If the Triton is lost (aborting with no survivors), the stunned Aquanauts are shown as assigned to "Weapon-1", not their Triton, and they become inaccessible, basically lost/gone.
  • 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.
    • 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)