XCOM 2
Frost Legion
Mitzruti  [developer] 8 May, 2021 @ 9:34pm
BUGS!
because there's always bugs. even when you're sure you've got them all.
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Showing 1-15 of 58 comments
Ranger73 10 May, 2021 @ 10:33pm 
Cool mod (pun intended)!

I just started a new campaign and noticed FrostTech_M2_Gremlin and FrostTech_M3_Gremlin sitting in my inventory. I am guessing those should remain hidden.

Thanks!
Mitzruti  [developer] 11 May, 2021 @ 1:14pm 
woops. update should fix that, but likely won't remove any that are already in your inventory.
kar.everwatchful 20 May, 2021 @ 9:27pm 
Had a Frost Legion axe guy spawn in an early mission, fumbled a bunch of stuff so badly he got two free turns on me... and both times he did nothing. Activated properly, scrambling for cover, but skipped his actual turns. No other Frost Legion soldier has done this as yet, and I don't have AI-modifying mods active.
Mitzruti  [developer] 24 May, 2021 @ 7:54pm 
the frost lancer? uses the same AI root as ABA's Assault. Which means that if you're not using ABA, it won't have an AI.
kar.everwatchful 24 May, 2021 @ 8:00pm 
I'm subscribed to ABA, but was unclear whether any given required mod needed to be turned on or just subscribed to for this mod, and this mod made it sound like it was expected to fit cleanly into a regular campaign rather than effectively being an ABA sub-mod. I similarly am subscribed to but do not have Primary Secondaries turned on for this particular run, and have not noticed it creating problems -unless this is why the Frost Hitman guy with Return Fire is so dangerous with it?
Kiruka 25 May, 2021 @ 5:32am 
I've been looking through the custom AI, and I noticed the Bruiser doesn't have any AI for throwing a grenade, even though they have one in their loadout. I'm guessing that's unintentional?
Cypher10 28 May, 2021 @ 7:58pm 
Hello Mitzruti. Thanks for a great mod.

I want to say that I have encountered a game breaking bug, and that's in regards to the ice codex.

When I encountered an Ice Codex, I get its codex for research for the shadow chamber, bypassing the need to skulljack an officer.

However, not only does this not trigger the cutscene, when I do the story objective to skulljack an officer (and killing the codex spawned afterwards), it then asks me to study the codex. However, I am not given that option again because I researched it already, and am thus locked out of the campaign to continue (the Gateway mission will not appear).

For anyone having this issue, this can be fixed by using the console command:

ForceCompleteObjective T1_M4_StudyCodexBrain

In short, this glitch happens when you encounter and kill a frost codex, did the "study codex" research BEFORE skulljacking an officer AND killing the regular codex. The Ice Codex (both tiers) needs to be locked out in encounters until an officer gets skulljacked and the regular yellow codex eliminated afterwards.

Thanks again Mitzruti.
Last edited by Cypher10; 28 May, 2021 @ 8:15pm
Ralfil 29 May, 2021 @ 10:43am 
In D:\Steam\steamapps\workshop\content\268500\2481645156\Config\Leaders
XComGameData_CharacterStats.ini

[FrostSpectre_M2 X2CharacterTemplate]
[FrostSpectre_M1_Diff_0 X2CharacterTemplate]
[FrostSpectre_M2_Diff_2 X2CharacterTemplate]
[FrostSpectre_M2_Diff_3 X2CharacterTemplate]

I think you accidentally used FrostSpectre_M1 instead of FrostSpectre_M2 when setting the difficulty differences for it on Diff_0.
Kiruka 6 Jun, 2021 @ 8:07am 
I found another (what I assume to be) bug in the FrostPudding character template. All three tiers of them have the MZ_FDFrostPuddingCleave_M1 ability, rather than each tier having its own tier of the ability.
Venator 6 Jun, 2021 @ 9:18pm 
I might be mistaken about bugs vs intended effects, but I'm getting the ice bleed effect (the one that is supposed to trigger from close range attacks) even when I grenade things from over 10 tiles away. Not sure if I'm doing it wrong or if "close range?" exceeds Central's standards.
Venator 7 Jun, 2021 @ 7:56pm 
Also, on the tactical side, I had a retaliation mission where every frost legion soldier (but not the normal Ayyys) activated on turn 1 and slaughtered the resistance personnel in just 3 turns before I could even get to them. It was mainly because both the Pack Leaders as well as the Followers from 3 pods were all activated and running wild in the civilians).
Kiruka 8 Jun, 2021 @ 7:34am 
When I was messing around with things, I found this in XComFrostDivision.ini:

[FrostDivision.X2Effect_IceShield]
ADD_EFFECT_ANIM_NAME=ADD_SpectralFrost_Start
REMOVE_EFFECT_ANIM_NAME=ADD_SpectralFrost_Stop

Those variables are not used in X2Effect_IceShield. They're actually from X2Effect_SpectralFrostZombie.uc.
dmc32 8 Jun, 2021 @ 11:54pm 
Excellent mod great detail with the guns and uniforms, event the Sectoid has a new look. The vipers "T" pose when killed and a few of the zombies that the Sectoid raises linger around after they are killed, they just remain in place as if they are still in battle but do nothing. The game itself isn't effected but you sometimes shoot at one that is no longer in the game. Didn't see these issues in any of the comments, my apologizes if this was addressed already.
Kiruka 10 Jun, 2021 @ 6:47am 
Originally posted by dmc32:
Excellent mod great detail with the guns and uniforms, event the Sectoid has a new look. The vipers "T" pose when killed and a few of the zombies that the Sectoid raises linger around after they are killed, they just remain in place as if they are still in battle but do nothing. The game itself isn't effected but you sometimes shoot at one that is no longer in the game. Didn't see these issues in any of the comments, my apologizes if this was addressed already.

There's a good chance that the zombie animation bugs you saw are caused by the issue I reported in my post directly above yours. Try finding the bit of config that I posted, and change the header above ADD_EFFECT_ANIM_NAME from [FrostDivision.X2Effect_IceShield] to [FrostDivision.X2Effect_SpectralFrostZombie] and see if it fixes the zombie animation bugs for you.
dmc32 10 Jun, 2021 @ 10:27am 
There's a good chance that the zombie animation bugs you saw are caused by the issue I reported in my post directly above yours. Try finding the bit of config that I posted, and change the header above ADD_EFFECT_ANIM_NAME from [FrostDivision.X2Effect_IceShield] to [FrostDivision.X2Effect_SpectralFrostZombie] and see if it fixes the zombie animation bugs for you. [/quote]

Thanks, I'll give this a try.
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