XCOM 2
Flame Viper - WotC
Cpt.Haxray 4 Jul, 2021 @ 7:06pm
Bug Report: Flame Viper shooting Device on Protect the Device mission without casting Seething first causes game to softlock
I've noticed that if the Flame Viper shoots at the Device on Protect the Device, that the game will seemingly always softlock. It fires at the Device, deals damage, and then the enemy turn permanently hangs staring at the device.

This doesn't happen if the Flame Viper casts Seething and then attacks the Device however.

I've checked that this is unrelated to other mods by uninstalling all of them and then triggering another Protect the Device mission with a Flame Viper in it, and the issue still occurs.

I know you've not updated this in over 4 years now but im hoping you'll see this and consider a fix, as this is a massive issue that essentially prevents me from progressing.
< >
Showing 1-4 of 4 comments
Ashlynne_Lee  [developer] 28 Jul, 2021 @ 10:24pm 
I've never encountered this issue. Flame Vipers have definitely shot devices in my campaigns in the past, but that's a very rare scenario to speak to definitively given the number of enemy units in the game.

So, let's do some basic troubleshooting...

After you uninstalled all other mods for a clean environment, did you validate the XCom files and delete the base game config folder?

https://support.2k.com/hc/en-us/articles/217132417-XCOM-2-Basic-Tech-Troubleshooting

Are you staging the mission using the SDK's Debug feature or dropping a Flame Viper into an actual game mission using the command console? In either case, I assume the Flame Viper is not under Red Alert behavior when the event occurs, otherwise she would have used Seething.

When you mention a soft lock, are some or all of the following true:

-The unit pawns are still playing their idle animations.
-There is still environmental sound present (music, birds, etc.)
-The camera focus is a Flame Viper and the game appears to be waiting for her to take an action.

If the above statements are TRUE, try this as a test:

Open the Flame Viper's config file XComAshFlameViper.ini and make the following edit:

---CHANGE---

ASHFLAMEVIPER_SEETHING_ACTIONPOINTCOST = 0

---TO---

ASHFLAMEVIPER_SEETHING_ACTIONPOINTCOST = 1

Be sure to DELETE your base game config folder after the edit and then stage the event.

Meanwhile, I'll set aside some time to stage something in my own environment. To be fully transparent, if the edit to the config file doesn't change anything, then it's unlikely an issue with the Flame Viper. The 0 Action Point Cost is the only remote, outside chance that the issue could trace back to the Seething Ability.
Last edited by Ashlynne_Lee; 29 Jul, 2021 @ 11:38am
Cpt.Haxray 30 Jul, 2021 @ 9:11pm 
I've been unable to recreate this issue since the first two times, so im willing to assume it was possibly unrelated.

Also, all of the following was true.
Ashlynne_Lee  [developer] 31 Jul, 2021 @ 7:55am 
Hey Cpt.Haxray,

With all of those above conditions being true (especially the camera focus part which was kind of a smoking gun I was looking for), I think I'll go ahead and tweak the Seething Ability code slightly anyway. There's a better way to define 0 Action Point Abilities now that I used with the Muton Destroyer that only requires 1 more line of code! Without that one line of code, I noticed the game waiting for the alien to use its 0 Action Point Ability in Mind Control scenarios. So, I thought maybe, kinda, sort of, on an outside chance this was a similar edge case.

I think the Flame Viper deserves a v2.0 at some point anyway! It has been years!

Thanks for the update! :steamhappy:
Lt. Ruben 21 Sep, 2021 @ 2:00pm 
Also had a softlock with Mod Jam.
A mission to destroy an enemy device. The viper was fightning 2 zombies that stood around it. It attacked with some AoE flame attack thing, and it just never stopped the animation. Camera endlessly zoomed in on the Viper with the flames around it.
< >
Showing 1-4 of 4 comments
Per page: 1530 50