Known Bugs (TFTD)

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Revision as of 19:06, 8 August 2009 by Spike (talk | contribs) (→‎List of TFTD-Specific Bugs: Clarified Hallucinoid bug. TFTD 1.0 Leviation crew position bug. Intercept too deep bug.)
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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.
  • Map Bugs
    • The smallest (Very Small scout) and the second-smallest 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.
    • There is a unit positioning bug in TFTD 1.0 when placing 26 men in a Leviathan. This bug is fixed by XcomUtil.
  • 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)
  • 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?)

See Also

Known Bugs (Enemy Unknown)