XCOM 2
[WotC] The Flood: Replace the Lost BETA
 This topic has been pinned, so it's probably important
Glaive Silver  [developer] 26 May, 2020 @ 7:53pm
Bug Reports Here, Please!
Here's where you can submit any bugs that you find during gameplay related to this mod. Pictures, short recordings and/or detailed descriptions of the issues are very much appreciated, as it should help me figure out what's going on.
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Not entirely sure if this is intentional or not but to me it kinda seems like a bug of sorts of the mod and that is the Infection Form infection ability, the issue here is that even if the Infection Form is killed long before it can even get close to a soldier to infect them at all they somehow still get affected by the Infection Form even though it was killed before it could get close.

Again am not sure if this is an actual bug as I don't know what's intentional or not with this mod but I figured that was worth mentioning as that seems to be a massive issue due to it basically making it so players have to kill the infection form as soon as it shows up or are forced to use things that normally should not be used in order to get their soldier back, or even have to abandon them despite the infection form having been killed before it could actually get close at all.
Glaive Silver  [developer] 29 May, 2020 @ 3:50am 
That is definitely a bug. The intended behavior is for them to get close and mind control the unit while sacrificing itself. I'll take a look at the coding of the ability and see if I can push out a fix for it.

If possible, could you do a quick recording so I can see what exactly is happening in gameplay?

EDIT: Actually, now that I've looked at the coding, I'm guessing the infection is still happening if the Infection Form gets killed by reaction fire during the Flood's turn?
Last edited by Glaive Silver; 29 May, 2020 @ 3:53am
Elster 5 Jun, 2020 @ 5:32pm 
I had a mission where the Flood got in a skirmish with ADVENT, and a carrier form killed by an ADVENT trooper dropped infection forms on my squad's concealed position halfway across the map, breaking our stealth. Perhaps the infection forms should only spawn in a radius around the carrier instead of spawning around XCOM? I think it would make more sense that way.
Wheezy 5 Jun, 2020 @ 6:43pm 
Originally posted by Mae:
I had a mission where the Flood got in a skirmish with ADVENT, and a carrier form killed by an ADVENT trooper dropped infection forms on my squad's concealed position halfway across the map, breaking our stealth. Perhaps the infection forms should only spawn in a radius around the carrier instead of spawning around XCOM? I think it would make more sense that way.

I've been having this issue as well. I had to stop playing Iron Man with this mod because I had several squads get wiped due to carrier forms exploding on Advent and spawning tons of infection forms on me
Glaive Silver  [developer] 5 Jun, 2020 @ 8:11pm 
Originally posted by Mae:
I had a mission where the Flood got in a skirmish with ADVENT, and a carrier form killed by an ADVENT trooper dropped infection forms on my squad's concealed position halfway across the map, breaking our stealth. Perhaps the infection forms should only spawn in a radius around the carrier instead of spawning around XCOM? I think it would make more sense that way.

I'll need to check the coding for that, since I'm not 100% on how the spawning distance code works. If the code was working right, the Infection Forms should have spawned right near the point of detonation. I'll dig into it and consult with a few coders to see what's up.

EDIT: Quick update. Turns out the reinforcement spawn mechanic that I've been using (like the mechanic used by the Celatid mod), which uses a 0-turn reinforcement wave to instantly spawn in a pod (or two) always spawns within LOS of XCOM. I might have misinterpreted the radius code as radius from the unit exploding, when it's actually radius from a randomly chosen XCOM unit. I'll get to testing that immediately.

EDIT 2: And it should be fixed! Thanks for bringing my attention to this bug, Mae and Wheezy. Do let me know if you folks run into more, please.
Last edited by Glaive Silver; 5 Jun, 2020 @ 11:14pm
Sorry took a bit and as for the infection thing that happens I've noticed it happen when I had squad members just do overwatch shots on the infection forms, each time they went for an infection they died but then the person got infected anyways somehow from a very long distance.

However that's as far as the issues went on my end as I haven't gone very far with this, the way I found out about this issue was during an ambush mission where I just about managed to get one soldier out while having to leave another behind because they got infected even though the infection form, like I said was a bit too far away for it to make sense.
Last edited by Freddy Ilak Dion (Shaal Jadothr); 14 Jun, 2020 @ 9:07am
NPC 2 Aug, 2020 @ 5:58pm 
Does this work with a better advent?
Glaive Silver  [developer] 5 Aug, 2020 @ 4:03pm 
Originally posted by ÚwÚ:
Does this work with a better advent?
I can't say for certain. The Combat Forms use standard Lost AI, while the special forms (Carrier, Infection, Tank) use custom AI packages. So if it's compatible, I'm thinking you'll see the Combat Forms acting smarter, while the special forms stay a bit dumb.
Elster 26 Aug, 2020 @ 8:59pm 
During the Rescue Stranded Resistance Agents mission, the Flood Tank Form will attack the VIP before the timer has run out. I found this out the hard way when immediately after taking my first turn, the Tank smacked the everloving crap out of the VIP from across the map and failed the mission.
Elster 26 Aug, 2020 @ 8:59pm 
In fact, I've found the Tank Form will even attack its own allies for no discernable reason from across the map. I'm not sure if the Yellow Alert mod I have is causing this, but it might be worth looking into.
Last edited by Elster; 26 Aug, 2020 @ 9:00pm
Glaive Silver  [developer] 26 Aug, 2020 @ 10:27pm 
Originally posted by Mae:
In fact, I've found the Tank Form will even attack its own allies for no discernable reason from across the map. I'm not sure if the Yellow Alert mod I have is causing this, but it might be worth looking into.
Looking into the coding, it's very likely that AI alterations made to the Lost AI behavior trees might have affected the Tank Form. The behavior tree for the Tank is specifically set up so it ignores VIPs.

I may need to do some further testing, but altered AI behaviors could be the culprit.
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