Scope112
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22-10-2014, 06:39 CET
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Pledger
Total Posts: 55
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Release Version Bugs and Feedback
In this thread we can provide feedback on bugs and features for future patches.
Some things I found:
- Badilla sector: The NPC who warns you that the prince's troops are here, still gives this warning AFTER you killed all enemies.
- I created 2 squads: I kept one MERC training militia in Badilla, while my other squad is marching forward to conquer more sector. However, during battle I can still see the name of my MERC who is training militia on the battle screen. This is highly annoying.
- There are too few doctors in the game. When you start the game, the only choice you have is Dr. Cliff. This doesn't bode wel for the balance of this game.
- There is hardly any loot in the game. It's very hard to get across weapons, armor or ammo through killing enemies. As it stands now, you basically have to keep buying stuff from merchants. Maybe others can look into this in greater depth?
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PORNSTAR :)
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22-10-2014, 07:07 CET
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Total Posts: 8
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And when will the next patch?
I want to ask because a lot of things in the game is not done :)))
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Glettkin
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22-10-2014, 08:58 CET
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Total Posts: 138
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Gameplay breaker
If i use a certain strategy there´s a situation coming up that spoils the fun.
Shortly said: at the beginning there are too many waves of enemies coming too fast to attack the village where "Spice" lives and/or militia should be stronger.
Also a spawn bug adds to the frustration (--> nr.2)
Here´s the explanation:
After clearing the starter island i decided to build out some militia at the village (where spice is). Taking very long to accomplish that i saw a goup of enemies coming next to the transition between "starter island" and the "main island". So now a loop begins...
1. I have the option to let them attack my handfull of militia, killing them off and then fight against me, OR attack them preventing my militia from being overrun. I logically decide to attack them first.
2. Now EVERYtime when you intercept those attackers: You spawn in this sector (left of the village where "Spice" lives) in the middle of the enemy croud reulting in instant world war 3 in all directions. This may be funny the first time, but not when it happens ALL the time. Well...
3. Now i go back training my militia. But at this moment i see another group of enemies getting spawned, heading towards me. I have time to build out one, maybe two militia before this repeats at point 1.
This whole thing is very frustrating. I think if i ever get my militia done and decide to go away from there it will be overrun after at least the second wave of enemies after one day. (--> what makes the time and fighting effort to train the militia useless AND makes me go back starting over at point 1). Maybe i´m not the perfect gamer but i think i will not be the only one who thinks enemy waves are coming too often to attack towns etc.
edit: ...especially when you are NOT able to help your militia or fight with them together in general. In JA2 that wasn´t a problem because you were able to help out your militia. ... If there should be some soldiers to kill, just roaming around, then they at least shouldn´t attack villages, towns, farms etc. so often (because you cannot help out).
P.S.: I like the game so far. Though features were cut down from the JA i know, it´s still fun to play. For the money you had you did a good job. A zero more at the end in the funding would have made an worthy JA3.
greetz
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Tharrom
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22-10-2014, 10:42 CET
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Total Posts: 1
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Im having some issues with stealth.
I have a character i made in IMP currently level 3 with the following stats,skills and perks.
STATS
85 Coordination, 80 Intelligence, 60 Physique
SKILLS
Marksmanship 34
Medicine 15
Mechanical 15
Explosion 15
Melee 53
Stealth 85
PERKS
Sleight of Hand, Spec Ops, Smoke and Mirrors(not unlocked) and Monetary Aid(not unlocked).
Now i have NEVER been able to perform a stealth attack or even spot an enemy while remaining undetected i have approached walking,crawling and crouching Day and night rain or clear skies Normal and Easy difficulty.
I spent around 45mins-1hr in one sector saving and reloading trying to sneak up on this one guy who was alone and facing away from me and whenever i got close enough to see him i was put into combat mode. Now im not sure if there is a key bind for a hidden or stealth stance/mode but from what i could see from the control options there isnt any.
I have also created a new game with a character who has 100 skills and stats in everything and i boosted him to level 8 by altering the xp given by melee attacks just to test if stealth would work at all with higher skills and stats and i still have the same problems.
Also i have hired Frank "Hitman" Hennessy, and some how he has earned some stealth exp but im not sure how or when it happened, so maybe its to do with the IMP characters.
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Shanga@BP
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22-10-2014, 10:49 CET
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Total Posts: 863
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@Glettkin - Militia is pretty useless. Not where JA:F shines. I don't even bother with it. It's easier to let enemy take a sector and send a squad of mercs to retake it and mop up, trust me. Good thing is that after you cleaned enough patrol spawns they stop coming.
@Tharron - still is still in the works and I've already reported in RC2 bug reports why it won't work as it is. Basically what happens is that the combat trigger for the AI is set as soon as YOU see them (instead of checking if THEY see you). True, until you make enough noise, they don't know where to head, but they go into search mode and it's impossible to sneak up on a moving enemy (i've tested with 999 character and still was impossible to suprise AI).
Proper stealth would only work if the enemy would stay on their idle/non-alarm routine and let you work undetected. FC coders need to address this issue, glad you confirmed my findings. Plus we need silencers and stuff for proper stealth combat.
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Roman
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22-10-2014, 11:48 CET
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Administrator
Total Posts: 111
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Hey Glettkin,
thank you for the feedback on the Militia - it seems like it is not working as intended right now - I will definitely need to sit down with a coder and look at it, and/or at least tweak the behaviour on Counter Attack Squads, and to improve Militia combat alltogether.
Ofc I will investigate the Stealth issue as well.
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BiGMaTT
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22-10-2014, 11:48 CET
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Member
Total Posts: 10
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First of all - good job people! This is nowhere near JA2 but has all the potential and I see it getting there. Definitively better experience for me than BIA.
Things I noticed so far:
- Can you change camera to free rotate instead of just 90 degree jumps? This would help a lot. I would not mind more free camera overall. It's okay if I see edge of the map - I would rather be able to see the scene exactly how I want it.
- Can we have quick save and quick load? (yes, I like to save a lot :))
- Can we have a permament interupt option? (sometime I like to leave one merc covering an exit while others move in and it's a pain to have to click overwatch in each turn)
- When you hover over somethig for a tooltip and it's close to the screen border the tooltip goes out of the screen (maybe this is due to my 2 monitor setup?)
- I would love the option to enable enemies to drop all their gear. Can this be modded?
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Roman
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22-10-2014, 11:57 CET
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Administrator
Total Posts: 111
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Hey BiGMaTT,
thanks for your feedback. You can mod "ItemGroups.json" to make Mercenaries drop all their Gear, by changing some values in the droptables. If you change the chance on $armourHead, $armourTorso, $armourLegs and $equippedWeapon to 100, they will always drop their carried equipment.
Cheers,
Roman
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jagbert
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22-10-2014, 12:12 CET
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Total Posts: 13
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*) Badilla sector: when I talk to people I can hire and click on "can we contact you later" they disappear.
*) Not enough loot/weapons
*) during the enemies turn i can click on the options menu button but nothing happens
*) Inventory: when I grab a loot and put the stuff to the squad inventory I cannot change to another squad member by clicking to one of the portraits down left.
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Shanga@BP
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22-10-2014, 12:17 CET
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Total Posts: 863
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@jagbert - that's the intended outcome, if you do not want to recruit them now, they leave you their phone number and go away (and appear in your recruitment rooster).
You're right on the other reports, we've already notified FC of these annoyances.
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jagbert
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22-10-2014, 12:20 CET
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Total Posts: 13
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ok, sorry for double posting stuff.
And: the "shop interface" with a merchant like Gennadi should really be redesigned...
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Chris K
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22-10-2014, 12:21 CET
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Total Posts: 277
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It will be. That has already been promissed.
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Grim
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22-10-2014, 12:29 CET
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Total Posts: 249
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Nice to read you Roman! Thanks for the informations.
Feedback :
- Status Icons over characters are nice, but we lack information to know what they mean. The bleeding status is easy to understand, but i met some strange other things i could not recognise (I wish i had taken screenshots). Once, i thought i was hiden because of an icon looking like a (zorro) mask, as i were sneaking around an enemy and crouched in a bush at Miguel's farm. But i could not reproduce it yet.
-Stealth really need some attention, there are perks with bonus to it, a proper skill and all, but it's a mystery how it works, and well, it doesn't!
- Same goes for other skills, demolition needs real explosives and more destructible environments (especially walls and fences). Mechanical needs item merges, lockpicking and such features.
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BiGMaTT
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22-10-2014, 12:42 CET
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Member
Total Posts: 10
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Thanks for the quick reply and the hint Roman! I will check it out. One more suggestion in return:
- Ability to peek around corners, doors (I do not know how easy it could be implemented but this would add a lot to tactical element) - so just to pop your head and gun around a corner to get visibility and be able to shoot and be a smaller target to the enemies at the same time. Strafe walk would help as well but I think somebody already mentioned that. :)
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Grim
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22-10-2014, 12:46 CET
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Total Posts: 249
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BiGMaTT
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22-10-2014, 12:55 CET
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Total Posts: 10
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Thanks for the mod Grim! Testing it now. Two more things:
- When you hover over an enemy and get the aim cursor and hit escape to enter menu you will not see the cursor (it is actually still there but underneath everything).
- Scavenging needs an overhaul. At the moment number of containers is so small that all that I need to do is to hover over everything on the map and then run there if I see the hand. There should be a lot more lootable containers with a lower chance to actually find something.
EDIT: I tested the Grim's file. Looks okay in the text editor but I do not see the impact ingame. Do I need to start a new game for this to work or at least enter a new sctor (I have loaded a battle I started before modding)?
EDIT2: I have started a battle in new sector and I am stil not getting enemies droping all their stuff.
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Chris K
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22-10-2014, 14:10 CET
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Total Posts: 277
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I ran into the bug again where I couldn't see the "save" button in the save menu. I have no idea what caused it, but going into the load menu, clicking on one of the saved games (without loading it) brought the button back (the load button was gone as well before that).
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Forlorn hope
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22-10-2014, 14:13 CET
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Total Posts: 10
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Congrats FC for releasing JAF! I really would have wanted another year of production time and maybe a couple of million bucks more to the budget but what can you do...
About bugs: sometimes after clearing a sector and reloading a gun the characters get stuck and the weapon does not reload (while the squad inventory is open). However, I can reload the game and usually things start working again. And yes, as others have mentioned pathfinding is an issue at times. In my opinion the AI is decent. I play on hard.
Overall I'm having fun playing JAF. Of course it lacks features and the UI is off for my taste but as Shanga already mentioned, the battles are fun. I am eagerly waiting/hoping for attachements, more interaction between mercs and perhaps most importantly a proper shop interface. I like to sell stuff.
Unlike Shadow86, I don't care about the portrait animations. Ok, they're a nice little bonus but that's it. Rooftops... Hmm. Would be a really nice addition but I won't get my hopes up. Shop interface, merc interaction and a more robust/gritty/not so flimsy UI. Those are the things I'm interested in.
Lots of work to do, no doubt, but looking forward to future patches/additions.
Cheers!
Edit: One more thing, the stun grenades do not seem to work at all? Enemies get the symbol that they have been stunned (a little lightning bolt or some such) but they still keep on fighting and hitting my mercs...
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Grim
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22-10-2014, 15:26 CET
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Total Posts: 249
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@BiGMaTT
I did not have time to check ingame yet, sorry if it doesn't work :( I've checked my changes, and they seem ok. Drop chance on all enemy armors and weapons are at 100%. But heh, i don't really know how the drop system works.
Edit : I tested the tutorial, and i got a lot of berets, but no weapons (or other armors, but they may not have any). Strange, as i specifically set their drop to 100. In my campaign, same thing, a lot of head items.
Edit 2 : Ok, i think i understand better how it works, i will try some changes... Ok, they were in the same group, so you could only have one of them (one head item, or one torso/leg/weapon...) and it seems the game checks the first item in the list. As it was head item, and it was set to 100% drop, you had head item drop and nothing else. I made them in separate groups so you should have all items drop (head/torso/legs/weapon they wear only, i didn't touch the other drops).
Seems to work on my campaign, now.
- File updated - ( https://www.dropbox.com/s/615m1bkybktss8u/ItemGroups.zip?dl=0 )
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Grim
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22-10-2014, 16:41 CET
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Total Posts: 249
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About the unknown status icons, here is an example, both Vicki and the enemy on the right have some sort of white drop in a circle. Is it near death icon or something else ? There are no tooltips for those icons, and no info elsewhere.
https://www.dropbox.com/s/q8vrv7bupe2j3mt/strange_icon.png?dl=0
- Another problem : I found a sniper rifle, needing 14 AP to shoot without aiming, so 21 first aim level, and 28 second aim level. Most of mercs and IMPs having less than 20 AP max, it makes it impossible to shoot aimed. It's a problem, as you should be able to use all aim levels or burst/auto with all characters.
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BiGMaTT
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22-10-2014, 17:48 CET
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Total Posts: 10
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Yup, works now Grim. Thanks!
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Django
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22-10-2014, 18:05 CET
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Total Posts: 113
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Quoted Grim:
About the unknown status icons, here is an example, both Vicki and the enemy on the right have some sort of white drop in a circle. Is it near death icon or something else ? There are no tooltips for those icons, and no info elsewhere.
I think the white drop means that she is exhausted. But Yeah should be explained somewhere.
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Grim
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22-10-2014, 18:30 CET
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Total Posts: 249
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Yes Django, that may be the case. Vicki had low stamina on my screen, sounds logical. By the way, the enemy got this icon after i shot him several times, so this means being shot makes you loose stamina, nice.
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Blankuestra
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22-10-2014, 18:31 CET
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Total Posts: 21
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toggle minimap not working
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Stardog765
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22-10-2014, 19:06 CET
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Total Posts: 4
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Cover Clipping Question
Just started playing the game and noticed quite a bit of cover clipping while in combat.
Am I really shooting through cover as I see my weapon poking through logs and other cover or does it just look like I am but am actually shooting over it?
This is very misleading and seems like something is broken.
Just wanted to bring it up and ask.
Only problem I have seen so far.
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jagbert
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22-10-2014, 19:57 CET
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Total Posts: 13
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Hitman has no profile information when I click on his portrait when I want to hire him
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Loki
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22-10-2014, 20:02 CET
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Total Posts: 188
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I have only one save slot (autosave). how can i save in another spot?
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JayM
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22-10-2014, 20:29 CET
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Total Posts: 68
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two bugs:
- when a bullet leaves a hole in the wall (nice feature, JA2 was lacking something like that!) the hole disappears after a turn
- when I'm using the squad inventory (good idea!) sometimes I can't switch between mercs
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Hyrax
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22-10-2014, 20:31 CET
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Total Posts: 195
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Quoted Loki:
I have only one save slot (autosave). how can i save in another spot?
press save in the bottom corner, it will prompt you to name the save and then it should appear
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Grim
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22-10-2014, 20:54 CET
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Total Posts: 249
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Quoted JayM:
- when I'm using the squad inventory (good idea!) sometimes I can't switch between mercs
It's probably because you are looting a corpse or a container. By accessing the inventory alone, you should be able to switch to another merc.
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JayM
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22-10-2014, 21:03 CET
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Total Posts: 68
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Quoted Grim:
Quoted JayM:
- when I'm using the squad inventory (good idea!) sometimes I can't switch between mercs
It's probably because you are looting a corpse or a container. By accessing the inventory alone, you should be able to switch to another merc.
yes but it still should be possible just for a smoother handling of the game.
another bug:
when I press m the minimap doesn't open. when I click the button and open it, m closes the minimap though
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gdalf
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23-10-2014, 01:00 CET
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Total Posts: 122
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- Pathfinding is terrible or broken, completely bugs out group movement in urban areas (e.g. Badilla) - even walking on open road in Badilla often has one or two of your mercs move only one square at a time
- when you go to strategic map, double click back on the square you are currently in, it counts as travel (weather can change, sector reloads)
- enemies should drop a random selection of their inventory, rather than a random item from the entire database... makes no sense that a guy shooting at you with a rifle drops .45 ammo (etc), and it makes the death animation (when you see that shiny assault rifle drop graphically) feel perverse
- Glenn in Badilla greets you every time you re-enter the sector. He can stfu already :)
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Grim
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23-10-2014, 01:10 CET
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Total Posts: 249
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Quoted gdalf:
- enemies should drop a random selection of their inventory, rather than a random item from the entire database... makes no sense that a guy shooting at you with a rifle drops .45 ammo (etc), and it makes the death animation (when you see that shiny assault rifle drop graphically) feel perverse
That's partially true. Actually, they can drop some of the stuff they wear (head item, torso, legs, weapon), while ammo and other items are randomly taken from a loot table.
See ItemGroups.json, look for "Unit Drop groups", where "$armourHead", "$armourTorso", "$armourLegs", and "$equippedWeapon" are their equiped stuff.
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Scope112
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23-10-2014, 06:14 CET
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Total Posts: 55
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Another bug:
Sometimes I am unable to save the game. The game doesn't give me the option to create a new save game or overwrite an existing one.
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Shanga@BP
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23-10-2014, 11:34 CET
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Total Posts: 863
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Scope, maybe you're in combat and you have "no save during combat" option active? Or maybe that option is erratic and activates itself at random...
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Chris K
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23-10-2014, 13:09 CET
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Pledger
Total Posts: 277
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@Scope:
I encountered that bug as well (and reported it here). Try going into the load menu and clicking on a save game there (without loading). That should make the button re-appear.
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CapieLuky
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23-10-2014, 13:42 CET
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Total Posts: 4
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Feedback
Hi,
My feedback(i will write everything from my list so many things can be here already)
At first- Thank you for this game.
Bugs
- In game menu not pause the game (when i want to save game , the game not stops)
- When its enemy turn i can go to menu by ESC button but no with icon button in game
Changes
- enemy turns are very long
- entering hostile sectors - no option to choose desired entry position
- enemy ambushes, attacks- not time to arrange all merc to positions and game dont rember my positions before attack
- guns stats is generaly bad
- inventory same step back like JA:BIA, sector inventory missing
- militia (training time, ...) and no option to help militia (fighting together)
- camera- better zoom in/out possibilities
- loot - hard to find in first island enough repier kits
- shops are terrible
- battle tactic- need to be rebalanced, now is not enjoyable
- menu options (way to change grafics- AA, texture resolution ...)
- options to change appearance in game (not important)
- at all many things, options are missing from JA2. Many new options compare to JA2 was in 1,13 mod and it was tactical haeven for gamers like me. I dont want to be rude but for example- Hired Guns (new jagged edge) was much better game than this and it wasnt good game. Games like Brigade E6, High Calibre brings new tactics (I like it very much), Jagged Alliance: BiA Good looking game(except portraits).
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Blankuestra
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23-10-2014, 23:27 CET
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Total Posts: 21
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Keyboard-Cowboy
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24-10-2014, 00:28 CET
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Total Posts: 9
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Bugs:
- When leveling some mercs get their main stats (physique, Intelligfence) reset after a load from an older savefile.This happens especially after closing the game and starting it up again.
- Horrible performance in Tio at night, the game slows down to a crawl.
Features:
- Please let us cut treetops (ala JA2) because more than often they are obscuring the view when rotating the camera.
- Would be great to have a sector inventory instead of a bottomless squad inventory.
- some sort of combat log or a log in general to see what's going on with numbers.
-Better questlog and hopefully we're able to toggle it on/off.
There's more but it's late and I need sleep, I'll update this list (especially the one with bugs) later.
Edit:
In this image you can see that Scully is level 8 but his stats dropped back to level 1.
http://i.imgur.com/1t5SPYb.png
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jagbert
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24-10-2014, 13:18 CET
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Total Posts: 13
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GAME BREAKING
GAME BREAKING:
There is some point in the game where all my hired guys show the same portraits (masked CIA agent?) when I click on the inventory. They all seem to be named Clifford "Cliff" Highball, the values in the stats and skills are "XXX" and when trying to loot I get the error "The container object is already being looted by another unit"
Do the devs want to have the 2 savegames there the error accurs between (from the last savegame its almost unplayable)?
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Shanga@BP
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24-10-2014, 13:21 CET
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Total Posts: 863
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That sounds serious, I think you definitely should backup and send in those savegames.
The multiple slots save system has been implemented in the latest patches, it's prone to be buggy since it wasn't tested extensively. Roman will sort it though.
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jagbert
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24-10-2014, 13:47 CET
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Total Posts: 13
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hm, yes, sounds reasonable cause this appears between Slot32 and Slot33
where can I send them to?
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Roman
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24-10-2014, 13:52 CET
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Administrator
Total Posts: 111
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Hey jagbert,
if you could send the savegames to support@fullcontrol.dk, that would be much appreciated!
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Kzwix
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24-10-2014, 15:20 CET
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Total Posts: 1
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Hello,
I have to say I was expecting a lot of you guys, especially after I saw the beautiful sectors, the concept art, etc. And I have to say that, now that I have played (briefly) the release version, I'm hugely disappointed.
- The pathfinding is catastrophic, as said by somebody before, it nearly forbids group movement in realtime, as there always will be a moron getting stuck somewhere, or taking a bad path. Now, I know that pathfinding algorithms can be a bit costly, but still, on a square grid, with modern machines, that shouldn't be such a problem, am I wrong ?
- The 3D models for mercs made me think about Final Fantasy VII. You know, the game where there were about 30 polygons to make a face... That's what came into my mind when I was designing my IMP merc. And I'm really not a guy for whom graphics are that important (I enjoyed Dwarf Fortress, for instance).
- The inventory system makes me feel like it's a "dumbed down" game. The squad inventory shouldn't even be there, I think. Is it accessible by all mercs, at all times ? Does it travel with them ? Is it unlimited ? I'm guessing yes to the three questions, which would remove a lot of the management there was in JA2. Yes, it could be a hassle to ensure everybody had everything he needed, but you had to make choices, either your mercs were lightly equipped (and probably faster), or they had everything they could need, and then some, but would tire faster, etc.
- Walls don't block bullets. I was fighting in the tutorial map, and fired two bursts at a guard who was in front of a wall. Behind that wall, was another of my guys (he had got stuck there when moving in real time - see the first part of the rant for details). Well, both times, my guy behind the wall got hit (it removed about 75% of his life, all in all). While I can certainly see the logic behind some weapons doing damage through walls (.50 BMG, for instance, or big shotguns), I'm pretty sure a 9mm or .45 handgun, loaded with regular cartridges (because that's what we have, right now - no fancy ammo), wouldn't tear through a concrete wall (or a brick, or stone, wall).
I'm pretty sure that's a bug, but... why not give walls (and covers, really) an "absorbtion" rating: If they take "less" damage, they stop the bullet, it they take more, they absorb what they can, and the round flies through, with less power, but still able to wound or kill... Sounds quite easy to implement, right ?
- When creating a Merc, the perks are described at the end. I saw that mine could fire 2 squares further, would fire 2 more rounds per burst, and would never hit a teammate. I thought: "Great ! I've got a good machinegunner !". Then I saw an enemy end his turn between my IMP merc and the one AIM I had hired (Scope, I think - the only one starting with a supposedly decent rifle). Well, I still had in mind my merc's perks, so I fired at the enemy (both my mercs were wounded, I had to down the guy fast). Well, the IMP shot at the enemy, missed, and killed my AIM guy. I thought it was a bug, then I opened the merc stats, and I saw, written in small script (and definitely not there when I had read the descriptions at character creation): "Minimum level: 6" for TeamPlayer. Great example of a badly thought interface...
- Is there a way to show movement path before going there ? It's very easy to move where you didn't want to. Also, turning around is a pain in the ass, the interrupt system is strange and cumbersome (why the hell do we have to require interrupts ? I understand that having a lot of interrupts can be annoying, but why not allow instead to *disable* them for a specific merc, if need be ? In my experience, interruptions are desirable most of the time...
Also, there should be a "hit ratio trigger" (or "target range trigger") for interrupts, and that would use a button. I mean, while interrupting, you're either wanting to act right now (like, shoot the bastard, or duck / lay flat / run to the nearest cover), or you're like "damn ! I have crappy hit chance, right now, but if I don't fire, he'll run to me and fire at near point-blank range". And, in that case, it would be very nice to have a bit of a guessing game with the coming soldier. I mean, you wait until you can get a decent chance to hit the bastard. If he fires before you trigger your shot, too bad for you, you should have shot when you had the chance. But if he is still going when your limit is reached, then you fire your weapon.
This would make interrupts much more how it works in real life, and would help stealthy mercs too (as they could figure out the approximate distance at which they'll be spotted, and fire just one or two squares before the enemy sees them, not at maximum range...)
These are mere examples of things that give an impression of a rushed, botched game. Don't get me wrong, I'm sure the basics are sound (as they're tried and loved), that is, mercs, squads, turn combat, etc. It's the finish, the polishing, that is lacking. Dialog windows are ugly, the installer lets you choose keys, but those aren't used (I didn't even find a use for a "JUMP" key...), I found no tooltips regarding the upper-right-hand icons in sectors (and when I blindly tried one sector, I found out that was the prison where I came from, having fought in the tutorial...)
So, right now, I'm feeling robbed, or at least, I feel that this game is not worth the $25 I invested in it. I played, what, one hour, and would rather play X-Com (the first one), or JA2, than load my savegame. I promise you, this is how I feel (that, and a "beta tester", even though the game was "released").
Why did you release it with that many bugs, missing features, etc ? Why not sell it as a "pre-release", on Steam, if you really lacked money ? And, more importantly, if there wasn't enough money to make a decent sequel to JA2, why not ask for more during the kickstarter ?
So, please keep going, I'm pretty sure there is not much work to do to make this game good, really good. A game that we will remember fondly, long after you've finished it, long after we've played it through several times. A game that we will reinstall even after ten years. You have the dedication, your work on Space Hulk was really good, so I know you know how to do it. Go, team !
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Shanga@BP
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24-10-2014, 15:51 CET
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Total Posts: 863
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Most likely the KS funds had run out when they put the game on Steam Early Access. And with the bad vibes they got on Steam, I doubt they sold many EAs. So they were with their back against the wall to wrap up production and release SOMETHING.
If you do the math, keeping a team of 10-20 persons employed for 14 months costs a pretty penny. Unless you sell-out to a producer company and their evil marketing ploys and keep milking the cash cow for like 2 years.
..
The good part of this is what you reported are all things that they can and will fix. That wall you mentioned probably is a bad asset that doesn't have blocking setup properly. Easy fix. The save/load bugs are worked on. The UI is probably scheduled for an overhaul sooner or later cause everyone hates it. And so is pathfinding. And so on and so forth.
They have a good record of combing and clearing all the bugs after release and swallowing a lot of bad reviews from everyone. Maybe this is part of their growth as a company - when they will have enough funds and manpower to deliver almost perfect products they will grow into a big name. Right now, they're struggling to make a name for themselves. And making a lot of mistakes in the process.
I for one hope they stay honest and down-to-earth, either way. Life isn't a road paved with gold bricks. You need to wade through a lot of b/s before you reach the good path. The important thing is to stay on track and be confident.
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MrWarSpoon
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24-10-2014, 17:02 CET
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Total Posts: 5
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So from what I've gotten after loging 20 hours on the game, is that it's not bad. There are some things missing that really pulls away from the feeling of JA game, but overall pretty decent. I can empathize the enormous pressure you all were under, especially the ambitious attempt to bring an amazing classic game into the modern age.
There are bugs and issues with it, quite a few have been listed already, but I'm not going to rip into you guys and say that you've done a horrible job (cause you havn't).
Some issues would be, being able to set move orders from the overview screen (gridded map) and THEN being able to advance time. It starts automatically as soon as you click. It also continues time after healing, repair, or militia training. Having an automatic stop on the clock would be enormously useful.
Another issue would be getting weapons and gear repaired. There are not enough repair kits or shops that will repair items for a fee. I've found myself using a weapon until it's nearly broken, and throwing it away and purchasing a new one just because I can't repair it. It gets old and expensive doing that for an entire team every 4 to 5 battles.
Which brings me to another: there is no leave sector area at the edge of the screen when in the fighting screen. It would be helpful if your mercs could sneak away to edge of the map of an occupied sector and continue movement, or if a battle is going poorly, making a tactical withdraw to an opposing sector. Right now we're stuck at fighting to death, even if we know we can't take on a certain number of enemies.
Also, there is no option to attack or defend with multiple squads. Even if I have two or three squads in one sector and it gets attacked, I'm stuck fighting the onslaught with one squad. It's very frustrating.
There are some more, but I figure that they've been addressed by other members, so I'll stop there. Again, overall not a bad game, and I'm happy that someone had the balls to attempt this project properly. Keep it up guys and please take our feedback to heart.
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Blankuestra
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24-10-2014, 18:37 CET
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Total Posts: 21
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Two things I've just noticed:
When with inventory open, I've opened the game menu and while pressing "Esc" to close it, the game closed the inventory (wich was in the background) befor closing the game menu.
----
Can't mercs flee a battle after entering on it?
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nakano
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24-10-2014, 19:04 CET
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Total Posts: 158
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- The interrupt mode change in 1.0.2 was for the better.
- It would be nice to be able to change the name of save game.
- In inventory: If a weapon is selected, ammos in squad inventory or on merc could be highlighted so it would be easier to know which bullets fit for the weapon.
- It's not possible to pick up items if a merc is on the same tile. This could be solved by getting the hand cursor by holding ctrl (=ignores merc selection).
- From the comments, many have problems with finding the look functionality from the right click context menu. As an alternative, you could add an eye symbol similar to the stances. When you click it (or a hotkey L) you nextly select the direction where to look at.
- Still going to ask [b] hotkey for switching between single fire, burst and full auto modes.
- A bug in 1.0.4 on sector F11 - Invisible obstacle
- I think cursor is too picky where it should be when opening closets:
- Currently I don't have many medkits, maybe should be sold more frequently by shopkeepers?
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Blankuestra
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24-10-2014, 20:14 CET
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Total Posts: 21
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there should be the Abillity to set overwatch outside of combat.(like JA2) it just makes sense. Or does it work without beeing set?
Still don't understand how stealh works. Everytime I spot an enemy he spots me also.
So, we make a attack on a prison with open cells? :P
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Shanga@BP
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24-10-2014, 20:35 CET
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Total Posts: 863
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I've already reported the bug with Stealth. I've tested the game with an edited merc with 999 vision. Basically he could see everything, from one end to the other of the map. Enemy has a default LoS of 20.
Game entered TB mode as soon as my "super merc" saw the enemy. As it should. But then the bug occurred. Instead of the enemy going on about their business, the simple fact that TB was activated put them on high alert script. They should've idled until I entered their view cone instead.
Even more interesting, they didn't seem to actually "know" where I was, they were running around seeking around them, but not heading in my general direction.
So the logical conclusion was that TB mode accidentally triggers alert mode for AI. And that should be fixed (devs already said they're looking into it).
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Blankuestra
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24-10-2014, 21:02 CET
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Total Posts: 21
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Oh, ok. Sorry, I'm not following the thread with too much attention. But good to know that ;)
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Scope112
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24-10-2014, 23:55 CET
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Total Posts: 55
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I'm absolutely baffled by the lack of JA1 mercs. I remember that during production there was a selection process, but it's unbelievable how many iconic MERCS are not in the game. (I didn't finish the entire game yet, so I might be wrong). This is a very strange decision by FC as the game is supposed to take place before JA1.
Here are some examples:
- Mike (the absolute top MERC in the JA series), Kelly, Spike, Pops, Grunty, Reuban, The Roachburn family, Biff, Speck, Nails, Bud.
Instead, we get MERCS like Buns and Stephen? It doesn't make sense...
Visit this website for an overview of all JA MERCS:
http://tvtropes.org/pmwiki/pmwiki.php/Characters/JaggedAlliance
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Shanga@BP
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25-10-2014, 00:23 CET
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Total Posts: 863
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Pops is in the game, just not a recruitable merc. I personally wanted a Reuban comeback, together with his hedgetrimmer.
But adding mercs is kinda easy anyway, so I guess FC focused on a core group plus those custom mercs people payed a lot of money to have in JA:F during KS.
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Blankuestra
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25-10-2014, 03:24 CET
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Total Posts: 21
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don't know if anyone mentioned this:
bleeding status while active, it only deals damage during battles. After I finished a battle with 2HP and bleeding, kind of paniced looking for a bandage amongs the item's droped by the enemys but there was none (drama). So I've seen that, although my merc keeps the bleeding icon, if I press forward in the world map the health keeps growing up with no damage from bleeding beeing dealt. This....kind of sucks and needs to be looked into ^^
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Shanga@BP
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25-10-2014, 04:20 CET
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Total Posts: 863
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Well we had it the other way too. With bleeding in real time you would die in like no time because the time advances must faster than in combat.
The auto-heal indeed needs to be looked at, because I doubt it properly checks for medikits in your inventory. It consumes if it finds one, but this "autoheal" sometimes magically happens, like you'd be in Cambria clinic under treatment. But you're in the middle of the jungle.
So +1, allow autoheals only in certain sectors. And outside those sectors heal just by using a proper medic and a medikit. But bleeding while outside combat ... not sure how I want that handled.
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Archo
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25-10-2014, 05:48 CET
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Total Posts: 381
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Quoted Shanga@BP:
Well we had it the other way too. With bleeding in real time you would die in like no time because the time advances must faster than in combat.
The auto-heal indeed needs to be looked at, because I doubt it properly checks for medikits in your inventory. It consumes if it finds one, but this "autoheal" sometimes magically happens, like you'd be in Cambria clinic under treatment. But you're in the middle of the jungle.
So +1, allow autoheals only in certain sectors. And outside those sectors heal just by using a proper medic and a medikit. But bleeding while outside combat ... not sure how I want that handled.
This is something that mFC fucked up. Is it so hard to copy ja2? We need small medkids and no bandages. A merc with medicine 0 needs to be healed by others on battlefield, not strategic map only. The mechanic and animation is missing! And this animation in ja was a reused animation for differentjobs. a merc with medicine 100 should have some tricks and can bandage with his clothes belt and grass in minutes while fighting;)
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nakano
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25-10-2014, 09:23 CET
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Total Posts: 158
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- Attacking through walls is still possible. The first knife attack (not in the video - Flechette game from the direction where Vicki is) was made through the wall, the second wasn't.
- Ghost Flea keeps following me. He is currently on another sector healing/training militia.
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NorthernGuy187
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25-10-2014, 11:50 CET
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Total Posts: 5
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Hello,
maybe it's already mentioned somewhere in this tread, but it would be nice if you could see how much damage the enemy already has taken. Something similar like at your own mercs. I think this will help to plan and prioritize your actions and has a big influence to the tactical battle. At the moment it's quite hard to figure it out, only by memorizing.
Best regards, Tapio
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Archo
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25-10-2014, 12:09 CET
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Total Posts: 381
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Quoted NorthernGuy187:
Hello,
maybe it's already mentioned somewhere in this tread, but it would be nice if you could see how much damage the enemy already has taken. Something similar like at your own mercs. I think this will help to plan and prioritize your actions and has a big influence to the tactical battle. At the moment it's quite hard to figure it out, only by memorizing.
Best regards, Tapio
It would be not good to have too much information. On the battle field you don't know how much damage someone has taken. other than seeing his condition. And that is what JA2 did. You could read several short states above the head (if you hovered above them) like Healthy, critical, dying etc. - but only if you hovered. That is also missing. JA:F did use the bleeding symbol so you know, who is bleeding. That means a serious amount of damage is done.
But JA2 gave you something that JA:F did not again: Several animations for wounded soldiers so you could see (like in a battle field) that the guy is messed up alredy. Etc. arm around belly, breathing, wobbling faster than normal mercs,...
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NorthernGuy187
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25-10-2014, 12:18 CET
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Member
Total Posts: 5
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Quoted Archo:
Quoted NorthernGuy187:
Hello,
maybe it's already mentioned somewhere in this tread, but it would be nice if you could see how much damage the enemy already has taken. Something similar like at your own mercs. I think this will help to plan and prioritize your actions and has a big influence to the tactical battle. At the moment it's quite hard to figure it out, only by memorizing.
Best regards, Tapio
It would be not good to have too much information. On the battle field you don't know how much damage someone has taken. other than seeing his condition. And that is what JA2 did. You could read several short states above the head (if you hovered above them) like Healthy, critical, dying etc. - but only if you hovered. That is also missing. JA:F did use the bleeding symbol so you know, who is bleeding. That means a serious amount of damage is done.
But JA2 gave you something that JA:F did not again: Several animations for wounded soldiers so you could see (like in a battle field) that the guy is messed up alredy. Etc. arm around belly, breathing, wobbling faster than normal mercs,...
Hmm, I do not know JA2. But some information would be better as none, like at the moment. I think bleeding symbol alone is not enough. Maybe we will see some improvement in the future here.
Best regards,
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Django
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25-10-2014, 12:28 CET
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Total Posts: 113
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Quoted Archo:
Quoted NorthernGuy187:
Hello,
maybe it's already mentioned somewhere in this tread, but it would be nice if you could see how much damage the enemy already has taken. Something similar like at your own mercs. I think this will help to plan and prioritize your actions and has a big influence to the tactical battle. At the moment it's quite hard to figure it out, only by memorizing.
Best regards, Tapio
It would be not good to have too much information. On the battle field you don't know how much damage someone has taken. other than seeing his condition. And that is what JA2 did. You could read several short states above the head (if you hovered above them) like Healthy, critical, dying etc. - but only if you hovered. That is also missing. JA:F did use the bleeding symbol so you know, who is bleeding. That means a serious amount of damage is done.
But JA2 gave you something that JA:F did not again: Several animations for wounded soldiers so you could see (like in a battle field) that the guy is messed up alredy. Etc. arm around belly, breathing, wobbling faster than normal mercs,...
I agree. I like such realistic approches much more than an Enemy health Bar.
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Archo
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25-10-2014, 12:45 CET
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Total Posts: 381
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Scope112
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25-10-2014, 15:47 CET
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Total Posts: 55
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Guys, all my save games are gone since I updated to version 1.0.4? Does anyone else have this issue? How to retrieve it back? I don't want to replay everything again.
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MrWarSpoon
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25-10-2014, 16:41 CET
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Total Posts: 5
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Quoted Scope112:
Guys, all my save games are gone since I updated to version 1.0.4? Does anyone else have this issue? How to retrieve it back? I don't want to replay everything again.
Yeah mine did too, but I don't think it's that big of a deal. It didn't take me that long to get back to where I was and I had a better run after understanding the game dynamics
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Hyrax
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25-10-2014, 22:01 CET
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Total Posts: 195
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The militia system right now is terrible.
- Training militia one by one results in situations where you train 1-2 militas that just get slaughtered when the enemy attack and then you can fight them off after that. This wouldn't be a problem if the militias would appear physically in the sector and you could fight alongside the militia.
- Fighting alongside the militia was really fun in JA2, would love this back.
- When you place your mercs in a map they should remain there when you are attacked. In some sectors basically you are surronded instantly by the enemy if they attack. And the enemy should attack from accessable roads. The mine in the mountains is passable from all sides?
- Repair kits run out too fast, also the guns are very cheap - firing 30-60 rounds and ending up with accuracy problems means the guns are of horrible quality.
- Weapon AP cost vs merc AP is weird, some weapons can't be aimed at the highest level with some mercs. Would suggest lowering the AP cost of weapons overall. For example, 4-5 APs for unaimed shots with pistols and etc. This would balance the interruption system as well.
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Shanga@BP
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25-10-2014, 22:19 CET
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Total Posts: 863
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+1 Hyrax, don't thik there's a single fan who wouldn't want Militia in combat.
And I agree with overall lower AP for weapons, but not too low. Because the enemy uses the same weapons. And I don't like being shot 5 times in the head by 12 guys too much too often.
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Archo
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25-10-2014, 22:30 CET
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Total Posts: 381
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So I played again today. I have to admit. The game is better than you would aspect if you read the forum or review. But that is only if you see the awesome graphics, solid combat, good sound etc. Too many features are missing overall. And this complexity is a huge part of JA2.
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Grim
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25-10-2014, 22:39 CET
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Total Posts: 249
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I've been thinking about APs to shoot weapons. I had in mind to shrink values to the pistol ones, i.e. 14->12 but 9->8 and 7 stays 7 (not tested!). The new parameters FC has put in the settings will help too, the AP to aim multipliers.
Aiming currently costs way too much APs, especially on high AP weapons, and often give poor or no bonus at all (this part seems broken, i'd like to see the effect on the final formula).
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FanaticJudge
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26-10-2014, 00:18 CET
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Total Posts: 25
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Quoted Grim:
I've been thinking about APs to shoot weapons. I had in mind to shrink values to the pistol ones, i.e. 14->12 but 9->8 and 7 stays 7 (not tested!). The new parameters FC has put in the settings will help too, the AP to aim multipliers.
Aiming currently costs way too much APs, especially on high AP weapons, and often give poor or no bonus at all (this part seems broken, i'd like to see the effect on the final formula).
I'm sure that would improve gameplay.
I tried to increase the AP up to 100 for more detailed balancing but i had to give up on that because the AP cost for movement can currently not be changed :(
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JayM
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26-10-2014, 14:45 CET
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Total Posts: 68
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Quoted Archo:
So I played again today. I have to admit. The game is better than you would aspect if you read the forum or review. But that is only if you see the awesome graphics, solid combat, good sound etc. Too many features are missing overall. And this complexity is a huge part of JA2.
As I mentioned elsewhere, the game itself is quite alright even though it obviously needs some fixing. But the association with the JA brand raises expectations to a different level, and these expectations haven't been met by far.
I also wondered about the AP cost for firing weapons. When spending max AP on one shot as I usually did in JA2 I often am left over with exactly 1 AP too little to fire one more non-aimed shot (different mercs, crappy guns at the beginning). Bad luck or does that need some tweaking? The CTH percentage that you are given now helps a lot though to not spend too many AP on shots, whereas in JA2 I felt that max AP was generally the best option (unless some enemy was literally standing next to you).
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MrWarSpoon
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26-10-2014, 14:54 CET
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Total Posts: 5
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Quoted Hyrax:
The militia system right now is terrible.
- Training militia one by one results in situations where you train 1-2 militas that just get slaughtered when the enemy attack and then you can fight them off after that. This wouldn't be a problem if the militias would appear physically in the sector and you could fight alongside the militia.
- Fighting alongside the militia was really fun in JA2, would love this back.
- When you place your mercs in a map they should remain there when you are attacked. In some sectors basically you are surronded instantly by the enemy if they attack. And the enemy should attack from accessable roads. The mine in the mountains is passable from all sides?
Dude seriously. When I first trained up some militia, I didn't think it was that big of deal that I only had 6 of them plus my team of mercs when the sector was attacked. And I thought that they would fight together just like the privious games... short story, my mercs just hung around, not doing anything while the milita was slaughtered. Then my mercs decided to step in -_-
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jagbert
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27-10-2014, 16:39 CET
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Total Posts: 13
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when one of my mercs gets on level up it seems like his total health bar is increased, however, even if he is not wounded his actual health is not raised. Thus, after the level has increased the soldier seems wounded ... it's shown even when aiming at an enemy
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Scope112
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28-10-2014, 05:12 CET
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Total Posts: 55
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I'm wondering why FC decided to take all the voices from JA: BIA instead of JA 1 & 2? The latter has far better voice acting than JA: BIA. Furthermore, why can Ivan speak English in JA: Flashback? Considering that this game is supposed to take place before the JA 1, it is impossible for Ivan to speak English since he spoke absolutely no English in JA1.
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JAF Admin
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28-10-2014, 11:15 CET
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Super Administrator
Total Posts: 757
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Quoted Scope112:
I'm wondering why FC decided to take all the voices from JA: BIA instead of JA 1 & 2? The latter has far better voice acting than JA: BIA. Furthermore, why can Ivan speak English in JA: Flashback? Considering that this game is supposed to take place before the JA 1, it is impossible for Ivan to speak English since he spoke absolutely no English in JA1.
Licensing as far as I understand.
But yeah timewise it should be Russian, but would have been replaced with different Russian voice then..unsure if people would have like that either..
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Chris K
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28-10-2014, 14:06 CET
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Total Posts: 277
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Bug Report (http://youtu.be/Y-Xfbr5Y9ow):
Since the music is really loud since release, I tuned it down a bit. However, now it always starts at a very low volume (way lower than I selected). Same goes for sound FX, so I guess it is the case for everything.
Once I go into the sound options menu (sometimes I have to click one of the sound options, see about second 9), the correspondent sound (music, fx etc.) jumps to the selected volume. Once a new track starts (new fight etc.), the music is on the same extremely low volume again (see second part from about second 5, same session), so that I have to do that every couple of minutes. This makes it pretty much impossible to fine tune the volume.
Edit: When they are set to 100%, they seem to work fine.
The ambient sounds sometimes get stuck. In the same video, you can hear the ambient sounds from before starting a new game a minute before.
When all my mercs get killed, I lose the game even if I still have money to hire more mercs and the text tells me I don't have enough money which is wrong.
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Katermeister
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28-10-2014, 15:01 CET
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Total Posts: 2
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Loading screen freeze bug:
My mercs are deployed in J7 (Tia Hospital) and I have 2 militia there. An enemy patrol attacks from J6 (ocean) and after the patrol defeats my militia, my mercs have to defend themselves and I get the option to press "Battle" in order to engage. When the loading screen for J7 Tia appears, the sector never loads and the game is stuck at the loadingscreen. The only thing happening is the three dots shoving the "Loading" text back and forth. Loading screen music plays as normal.
I have waited for 20 min with nothing new happening.
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Scope112
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28-10-2014, 17:41 CET
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Total Posts: 55
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Quoted JAF Admin :
Quoted Scope112:
I'm wondering why FC decided to take all the voices from JA: BIA instead of JA 1 & 2? The latter has far better voice acting than JA: BIA. Furthermore, why can Ivan speak English in JA: Flashback? Considering that this game is supposed to take place before the JA 1, it is impossible for Ivan to speak English since he spoke absolutely no English in JA1.
Licensing as far as I understand.
But yeah timewise it should be Russian, but would have been replaced with different Russian voice then..unsure if people would have like that either..
Thats a bit odd though. Didn't BitComposer possess all rights of all previous Jagged Alliance games, and thus also the old voices?
Personally, I never liked that Ivan transitioned to speaking English in the later games. The fact that he spoke solely Russian made him so appealing.
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Grim
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28-10-2014, 18:22 CET
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Total Posts: 249
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I recruited Red for 2 weeks, sending him to Marino south, then transfered him to squad 2, but he has no perks. Going to tactical and back did not fix the issue.
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nakano
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28-10-2014, 19:34 CET
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Total Posts: 158
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I am spending time on the sector and enemy attacks it. They spawn in the most strangest place (shouldn't be possible, they couldn't get there by any means). No they didn't leave the OSIM door open unfortunately as they really came elsewhere :)
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Scope112
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29-10-2014, 08:22 CET
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Total Posts: 55
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Bugs:
- Sometimes weapon conditions/ armor etc. are set at 101/100.
- When your MERC levels up, his skills can reach above 100.
100 should be the maximum for all the items, health, armor etc.
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jagbert
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29-10-2014, 11:20 CET
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Total Posts: 13
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from a certain point on in the game the minimaps + maps of a sector are missing, this sucks.
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Shanga@BP
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29-10-2014, 11:27 CET
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Total Posts: 863
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@nakano - maybe the broke though the ceiling? (won't be that bloody cool?)
@scope - yes, there's no limit and it sucks - i told them 100 should be maximum for everything, including hp, but in the end it's a design choice
@jabert - easy fix, maybe it helps if we make a list
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Kangamangus
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29-10-2014, 18:16 CET
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Total Posts: 13
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Just had a horrible bug. The inventory for either squad is stuck on Roland 'Flea' Manning's inventory. It is empty, and I can't switch to anyone elses inventory. Sad face.
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Blankuestra
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29-10-2014, 18:23 CET
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Total Posts: 21
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Just entered the weapon shop, in Badilla, across the wall into behind of the counter :D
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Kangamangus
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29-10-2014, 18:25 CET
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Total Posts: 13
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Update: Reloaded the game, and everything is back to normal. A little bit of a freakout, but not game-breaking.
Just had the same thing on my game, Blankuestra! lol. Went back to buy some 9mm ammo to feed the MP-5. Excuse me...'MPEH-5'.
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nakano
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29-10-2014, 18:53 CET
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Total Posts: 158
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@Shanga If that was a parachute force that might be cool ;)
- Enemy shot Flechette from that very specific spot. There is a wall in between.
- Another example where custom merc was shot behind wall.
- A little more intelligence to the knife attacks would be appreciated [video]. I also have noticed that sometimes when I order merc to attack with a knife, the animation uses weapon instead (might be handy if you're out of bullets ;))
- I also faced some UI issues: couldn't change to one specific merc or couldn't end my turn before moving. But cannot say any specific reason for the behaviour.
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Shanga@BP
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29-10-2014, 20:00 CET
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Good point about melee, especially with the video. I would also like to have more animations for it. At least JA2 had two H2H hits (kickboxing and box) and specific bonuses for knife attacks from behind. JAF only gives bonus if you melee crouch and prone targets, haven't found any JSON setting for hits from behind (maybe they're hardcoded?!).
With stealth fixed being able to crit with a knife from behind will be...well...critical...
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Grim
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30-10-2014, 15:20 CET
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Total Posts: 249
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Defending Tio, sector J7, from a sea attack with mercs, the scene can't load, the loading screen stays forever. Stepping back to J8 and defend there works.
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nakano
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30-10-2014, 16:49 CET
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Total Posts: 158
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This thread is getting quite long, but one more. Packages can become unlootable if multiple mercs loot different items at the same time [video].
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Shanga@BP
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30-10-2014, 17:34 CET
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Total Posts: 863
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Quoted nakano:
This thread is getting quite long, but one more. Packages can become unlootable if multiple mercs loot different items at the same time [video].
I am not sure thats a bug. You sent another merc to open the loot bag from distance, no? Then tried to loot it with a 2nd. Does it work to loot with the original merc?
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nakano
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30-10-2014, 17:52 CET
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Total Posts: 158
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It's definitely a bug. Vicki looted the middle one. She nor Flechette can loot it (or anyone else) anymore.
- When changing aiming mode (single -> burst -> single), the accuracy of the single fire mode changes [video]. Might be a design choice, might be a bug. I would think the accuracy should still be 100% with single fire mode as I didn't do anything else.
- The AI logic could be more varied. Its strategy seems always to be coming towards my merc usually by force (they're quite deadly when there are many of them and I don't have a grenade). However, when there are less enemies, they also do the same. They might be more deadly by waiting and trying to ambush me instead. Now I can wait them to come towards me.
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Chris K
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30-10-2014, 18:38 CET
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Total Posts: 277
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We should probably start a new thread with the next update.
You can't loot a container when you stand right next to it (at least not after opening it before). You have to move away from the container first.
Autofire is a bit confusing. Unlike the other firemodes, the cursor shows the minimum AP cost, but the actual AP cost is the cost for the maximum amount of bullets. Only the description of the auto fire tells you so, I think the cursor should show that as well.
Please fix (or at least improve) the pathfinding issues. Having to constantly catch one of your mercs in the prison, because he has run off, is really annoying (if you're lucky and it doesn't get you killed).
Quoted nakano:
- When changing aiming mode (single -> burst -> single), the accuracy of the single fire mode changes [video]. Might be a design choice, might be a bug. I would think the accuracy should still be 100% with single fire mode as I didn't do anything else.
Apparently, you loose your bonus for "sustained fire" at the same enemy. Doesn't change anything about bug vs design choice of course. I would like to keep it in that situation as well, but it does make sense since you would have to aim again when changing fire modes.
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nakano
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30-10-2014, 19:23 CET
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Total Posts: 158
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Quoted Chris K:
Autofire is a bit confusing. Unlike the other firemodes, the cursor shows the minimum AP cost, but the actual AP cost is the cost for the maximum amount of bullets. Only the description of the auto fire tells you so, I think the cursor should show that as well.
I also thought Full Auto and AP calculation is a bit strange. I actually just made a video for it. Merc has 17 AP left, firing with Full Auto says requiring 16 AP. After shooting I have 0 AP left instead of 1 [video].
Yesterday I mentioned how mercs "punch" with weapons. Now I know how to reproduce it. Merc needs to be on an interrupt mode with a gun. Then immediately change to a knife and attack [video].
I forgot to add this yesterday, but there are (rare) overlay issues with squad inventory.
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BiGMaTT
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30-10-2014, 23:03 CET
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Total Posts: 10
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I played a bit and what is very annoying is the way spotted target info is shared in the entire squad even a turn after the spotter is dead.
I have my group setup somewhere covering all sides and waiting for enemies to come. So it happens, one bad guy rushes in, and immediately gets killed by my mercs. But after my turn is over enemies out of the line of sight shoot my mercs even though they should no longer know where I am. And I checked this - I saved the game and next time after killing the rushing enemy I moved all my mercs in the same turn to a diferrent position. But enemies in the next turn still knew where each of my merc was.
It actually works the same way on our side. If you rush a merc and he dies a turn after that you can still see all enemies that he spotted.
There is something wrong with how that works at the moment...
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