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what's up with that?
So maybe the failed move command is somehow tying up the unit afterward? I haven't tested what happens if I don't try to move the unit because I'm dumb and have tried it both times I got jailed so far.
Edit: If I don't try to move the unit, then it is able to move again after killing the enemy that jailed it. But, it I do try to move the unit, it is seemingly stuck in place for the rest of the mission even after killing the enemy.
The tl;dr: is that it could be caused by a mod conflict, reading the comments on that bug fix mod(that bug fix mod wont help in this case btw, at least i don't think), 2 mods that could be the culprits would be the Flame Viper mod and the Advent Warlock mod, so if you're using either of those mods and are up for some bug testing, you can try removing those and see if the issue persists.
However, the issue also seems to be connected in some way to the Chosen Warlock, in which case there would be nothing i can do, well, other than removing the Mass Jail Perk Content package(which is what causes the "jail" particle effects to appear on affected units). So, let me know how it goes. Alternatively if you just want to get rid of the problem and either you're not using the Warlock/Flame Viper mods, or you don't want to stop using them, you can just go to the XcomGameData.ini, and remove this line "+PerkPackage=Perk_MassJail". That'll get rid of the problem.
But then the error will probably jump to a different PerkPackage lol.
another bug which i think IS one, on the first mission where the purge priests actually used their weapons (before that i managed to murder them before they did anything, note this was the third mission where i had them), they didn't hit anything, as in, not a single shot did, and they shot at me at least 10 times, i also have extended information mod and the weird thing was, their hit and crit change was stated to be 0% every single time they fired, i will also note i didn't get closer than something like 6 tiles max so it was mostly long range fire with some medium range shots, but still (and the one time one purge priest decided to chain lightning my ass that one worked and did damage to 3 of my soldiers, but then the priest got reduced to one hp because i have psionic feedback resistance order so whatever, so that ability is fine at least)
As for the perk stuff, interestingly enough it looks like the ABA DLC mod does have a perk content package for the CryoPriest, and it looks like it uses a highlander helper function(from the community highlander) in order to load it, which is different from here where this doesn't need the highlander at all. Also i should mention that the Advent Warlock mod uses a third different method to load perk content packages, these issues by the way started with the release of WoTC, in vanilla you didn't need any esoteric code sorcery to load perk content packages so this issue didn't exist back then.
Just to be clear though, i'm not 100% sure whether this is the issue or not, as far as i know, no one knows for sure what causes this perk content error, and i for the life of me can't even begin to imagine what would cause it to break in such a way, but i am willing to bet that it is caused by a mod conflict of some kind.
i'm pretty sure any other enemy when faced with 0% shots will just move closer or change cover, so it sounds like their decision tree could use some adjustment, anything that stops those shot missed: 0% to hit flyovers, they are SoD breaking
though to be honest the 'takes 0% shoots all the time' issue my be exaggerated for me due to the fact i flashbang everything, all the time, forever (my mod configuration ensures that i'm always horribly outnumbered even when i have 16 soldier squads, so i have a mod for infinite starting items, no unique restrictions and 2x charges per grenade, so there's always a flashbang ready to use somewhere), i certainly don't see anybody else complaining about it
also, a suggestion, the exalted bishop could just be named archbishop, and the actual archbishop could be renamed to cardinal, that sounds like more natural name progression
Thank you very much :)