XCOM 2
Second Wave Reborn
 This topic has been pinned, so it's probably important
EladDv  [developer] 17 Feb, 2016 @ 12:51am
Testers Needed
Hi there, I need testers for this mod in order to not release broken updates every other day, those testers will get early versions of releases that are about to be updated, with new features and fixes, those who join must know that those versions might break their games and this is what the group is for- locating those bugs before i desribute it to all the other people who use the mod
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Showing 1-11 of 11 comments
EladDv  [developer] 17 Feb, 2016 @ 1:11am 
The More options you play enabled with the better, i'll also ask you sometimes to check spesific features and functionallity
Devine 27 Feb, 2016 @ 12:39pm 
I don't have a ton of time, but I wouldn't mind helping out with testing from time to time.
GeminiGod 1 Mar, 2016 @ 9:00pm 
Given that I downloaded your unreleased mod and am testing it, I guess that means I am one of your testers. I will report here for now so as not to confuse with bug reports of the official release version.

1. Sadly, CC is still broken and unusable. My initial 4 specialists and beyond all fail to properly switch specialties. The soldier abilities window changes but the soldier doesn't visually change, nor do the stats always appropriately change. Some stats would change but specifically I noticed specialist hacker stat wasn't changing. Taking that soldier into combat becomes even more weird. They still look like the original automatically assigned specialty but the abilities are a weird mish mash of the two specialties. A soldier who was turned from sniper to specialist looks like a sniper, has a sniper rifle, has aid protocol (though I don't think it was working properly), has pistol overwatch but no pistol fire.

2. Not all characters had the CC change bar at the top in soldier abilities menu. Injured didn't as expected per your design. Some healthy soldiers also had no change bar. I couldn't discern a pattern, although I did notice one of the soldiers with no change bar was the sharpshooter I had already changed previously to a specialist.

3. Good news. The weird rookie logo graphic glitch in last version appears fixed.

I of course defer to your programming judgement about what can and can't be done, but it seems like this CC workaround you have is really opening up a huge can of worms in addition to not being quite like the original CC. Is there no way to intercept the logic that assigns the speciality and take control before it gets applied? That would of course be ideal vs. switching.

Alternatively, maybe there is a way to do a kind of cheat end runaround where you dismiss the character and add a duplicate identical character made with the specialty of choice? This might not be acceptable though if it messes up combat stats or NCE character traits. Hidden Potential shouldn't be as much of a problem with this because optimally IMO commanders choice should only be a 1-time option when soldier first gets assigned a specialty. A loss of combat stats for one rookie mission probably not such a big deal either.


Good news, NCE still seems to be working fine.

Everything else I had disabled.
Last edited by GeminiGod; 1 Mar, 2016 @ 9:11pm
EladDv  [developer] 1 Mar, 2016 @ 9:23pm 
Good feedback bug I'd like to see some logs, there's a reason i do a ton of log dumping right now :P and saves too if you have them
GeminiGod 1 Mar, 2016 @ 11:30pm 
I spoke too soon about Rookie class logo bug. It displays fine for initial rookies and recruited rookies, but not for rookies discovered on geo map scans.
EladDv  [developer] 2 Mar, 2016 @ 1:20pm 
Ok, Currently the graphical glitch is not gonna be adressed because it's well graphical only and dosnt affect gameplay.

the second bug- the check is literally
if( Unit.GetRank()==1 &&bIs_CommandersChoiceActivated&&!Unit.IsInjured() )
so i have no idea where it could go wrong.

on the first one i'll check
GeminiGod 4 Mar, 2016 @ 11:07am 
Game was working fine with only NCE running until maybe 5 or 6 missions in. Game is now crashing at the end of combat mission after I hit continue to return to base.

I'm not sure what changed with this mission. It might be my first time taking a new recruit along. It is my first time taking soldiers with AWC ability awards after retroactive AWC just awarded them. Maybe it is a promotion thing related to promotions above seargent or something... If I can figure out more, I'll let you know.

https://www.dropbox.com/s/go8j11wbzr5vn62/Game%20Crash%20files.zip?dl=0

NCE is so close to being nailed down! It would be really great to get that stable and pushed out to everyone with the rest disabled until you can find more time to work on it.
GeminiGod 4 Mar, 2016 @ 12:22pm 
It was crashing on a guerilla ops mission to destroy relay, so I picked a different mission choice, which ended with same result as described above.
EladDv  [developer] 4 Mar, 2016 @ 1:56pm 
Originally posted by GeminiGod:
Game was working fine with only NCE running until maybe 5 or 6 missions in. Game is now crashing at the end of combat mission after I hit continue to return to base.

I'm not sure what changed with this mission. It might be my first time taking a new recruit along. It is my first time taking soldiers with AWC ability awards after retroactive AWC just awarded them. Maybe it is a promotion thing related to promotions above seargent or something... If I can figure out more, I'll let you know.

https://www.dropbox.com/s/go8j11wbzr5vn62/Game%20Crash%20files.zip?dl=0

NCE is so close to being nailed down! It would be really great to get that stable and pushed out to everyone with the rest disabled until you can find more time to work on it.
I think it might be connected to garbage collection of hiddenP, component gamestates are complicated and I've yet to implement GC, it has been known to cause crashes but really it's a shot in the dark either way since you don't get an extensive report on crashs
Last edited by EladDv; 4 Mar, 2016 @ 1:58pm
GeminiGod 4 Mar, 2016 @ 2:25pm 
There must be something very specific causing it since it was stable until this moment and now is 100% reproducible. Wish I could help you more but that's all I've got.
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