Anyway the first issue is with the point at which the game decides to display the final layer of the map, namely the 'roof' of the UFOs. Note that this is only an issue in the larger multi-levelled UFOs and the 2 smaller variants don't cause any issues at all... Basically if I'm moving my squad on the elevated level of large UFOs (read : 1st floor) then the roof is always displayed in place which obviously means I can't see my troops let alone move them. I have to use the mousewheel to go down one level so that the roof is no longer displayed but this has the unwanted effect of placing my cursor on the ground floor of the map. That makes it VERY difficult and sometimes impossible to move my troops into their desired positions on the first floor as the cursor will default to a tile on the ground floor if there is one behind my selected first floor space. Often this can be solved by rotating the map until there is no ground floor behind it but that kinda destroys the immersion and frankly the entire tactical portion of large UFOs... Note also that every time I switch between my troopers, be it by using their points or pressing tab, it resets the cursor to the level that they're on and thus replaces the roof making everyone invisible again...
Anyone else having this issue as it's completely preventing me from carrying out most of my plans at this point which sucks massive ass...
Another issue which I've now been able to replicate several times on different missions (again ONLY in multi-levelled UFOs) is that sometimes moving a soldier to the edge of their first/blue movement zone will count as dashing even though it shouldn't. This can be avoided but it's a compromise... Basically when moving your cursor for the move phase you will see either the blue OR the blue AND orange movement boundaries. If you hover a cursor on the last line of blue tiles it will NOT display the orange border and so you cna move safely. When this bug is in effect however it will show both the blue AND orange borders despite the fact that the cursor is still on a blue line tile.
Again please let me know if this is happening to anyone else as it's happened a few times now...
Another bug I've been having (yes there are more!) is one I haven't been able to replicate yet but occurred while on an alien base mission. My whole squad was clustered around a door which one of the soldiers opened silently at the beginning of the turn. My SHIV then moved through the open door and I played out it's turn before realising that I was now unable to move anybody else (including the SHIV) through the now open door. I reloaded and followed the exact same steps and it happened in exactly the same way. In this instance I was only able to resolve the issue by reloading an earlier autosave and carrying out different actions prior to opening the door! For anyone experiencing this bug, note exactly how it occurs as for me it was very unusual. Alien doors on this game are actually TWO forcefields with an airgap in between. After moving through the door I was able to pass through where one of the forcefields would have been but not the other indicating that the game thought that one was down and the other up... I had no graphical issues with this bug...
Onto the SHIV, and this is one that google agrees with me wholeheartedly on! It's happened in different ways to different people but to surmise here are the things that can happen to yor SHIV AFTER the original one dies;
SHIV is invisible in barracks and cannot go on missions
SHIV goes on missions but has no weapon
SHIV becomes a headless rookie in tactical and panics often
The only solution I can suggets for this issue is RELOAD IMMEDIATELY IF YOU LOSE YOUR SHIV!!! There's nothing wrong with it because the devs messed up. If you DON'T reload then you'll either have to build several new SHIVs before one of them works or like me you'll never have another SHIV at all...
A graphical bug I mentioned earlier now when I had two Chryssalid zombies in a terror mission that didn't actually exist sharing the same square... Confused? Well I could SEE two chryssalid zombies, stood facing the same direction, sharing a square, doing nothing (not clashing they were stood together in the same square as if it had been intended to work that way...) They didn't move, attack or register as enemies and they happened to turn up right beside my own troops so not sure when or how they actually came to be there. Interestingly I didn't notice them until immediately AFTER I'd killed 2 zombies with snipers. So it could be to do with the glam cam or similar as both deaths gave me the cinema treatment...
A new one that I think I'll add as a bug because it just doesn't seem right. I'm having a reload fest on this mission because it's happened twice now that a lone Muton soldier has lierally appeared in the middle of my squad. Not wierd cutscenes of a group of them uncloaking somewhere wierd, that would be one thing, this is a whole other thing! Literally the first time it happened I thought 'maybe' he came round that corner and the game just didn't show him until he got there... MAYBE... Now though I know it's worse than that as I have a squad of 6 soldiers covering every inch of a corridor here and it happened again, smack bang between them all! Another similar instance occurred on a map that I actually replayed in the end because it was so massively unbalanced. There were about 3 groups of Mutons (plus others) all spawning in the same turn within squares of each other. But at least three of them were on the roof right so that'll buy me some time??? Wrong! In the alien turn 2 out of the 3 literally climbed THROUGH the ceiling... It's not a special ability, there was no damage to the roof, they just warped right through it...
EDIT : The muton that spawned in the corridor got killed by reaction fire just now before I posted. Just literally ended that turn after writing the above and guess what happened next turn? Yep! Another one... Same exact place, looked like he'd run through the friggin' wall!
Another new one, this time to do with audio clues to the enemy position. Just got to the very end of this abductor mission (same one that had almost all of the above bugs in it!) and cleared the entire vessel but apparently missed one. So it gave me audio clues that the last alien was towards the rear of the ship at the cargo bay while I was in the cockpit with my whole team. No matter I slowly moved up in nice tatcical fashion and each turn I closed in on the signal little by little. Well after a few turns of being careful I got bored and sent my support trooper to leggit round the outside of the ship and he got a very close fix on him that turn showing him in almost the furthest west corner of the map. In the next turn I moved him towards the target (rather recklessly tbh!) but he found nothing... I knew he was there so I ended the turn and then suddenly the contact turned up in the bridge behind me... Got an audio clue in that direction and then he just appeared but had no time to fire. I assumed there must be TOW aliens left so quickly dispatched the new contact and the level ended... There is NO POSSIBLE WAY that a Muton can move the entire length of an Abductor map in 2 movement phases, just no way. In order to have avoided being seen by my support near the back of the ship he can't have gone through the cargo bay and therefore must've travelled all the way around the side of the ship, in through the front by the bridge and across the last room to turn up behind my people. Not possible... So what, did the devs make it so enemies 'warp' closer to us if we've spent a number of times failing to find them? I mean I'm ok with that but I basically had the guy pinned down and was closing in on him every turn. Essentially, the way he turned up behind me like that in an area I'd extensively cleared could've cost me the entire team when I was all over him like a rash for the last five moves...
Think that's about it for now, so be warned and keep a lookout for more bugs and solutions to any of the above. I seem to be the only person here with ANY issues so far which kinda sucks but we'll see. They can't ALL be hardware related













