XCOM 2
Playable Aliens - (Not LW Compatible)
 This topic has been pinned, so it's probably important
The Dreamer  [developer] 12 Sep, 2016 @ 9:43pm
The Big, Bad Bug Thread!
Found an animation bug?

There's nothing I can do about it! :D


Found a bug that's affecting gameplay?

Post about it here, and I'll do what I can to fix it as soon as possible!
Last edited by The Dreamer; 13 Sep, 2016 @ 1:56pm
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Showing 1-15 of 86 comments
ArkonisAelir 13 Sep, 2016 @ 2:01pm 
Attempting to Skulljack or hack anything with any alien keeps the Hack GUI from coming up, but you are able to keep pressing enter and complete the hack. Just can't choose which bonus you get if you're successful. Haven't tested what happens if you put a Utility Gremlin in their misc slot using Utility Slot Sidearms. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688644689
Last edited by ArkonisAelir; 13 Sep, 2016 @ 2:02pm
The Dreamer  [developer] 13 Sep, 2016 @ 2:08pm 
Originally posted by bloodsplatBOOM:
Attempting to Skulljack or hack anything with any alien keeps the Hack GUI from coming up, but you are able to keep pressing enter and complete the hack. Just can't choose which bonus you get if you're successful. Haven't tested what happens if you put a Utility Gremlin in their misc slot using Utility Slot Sidearms. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688644689

Gremlins should work fine, problem is simply that the alien models in particular don't load the GUI screens. (Animations for Codex play out fine, but the screen stays empty) Not really all that much we can do about it atm, aside from taking out the ability to hack entirely.
Darkswirl 15 Sep, 2016 @ 7:47pm 
In an extraction mission, I spawned a baby Chryssalid from a pod to kill the last guy, and then extracted my soldiers. But the mission won't end because that baby Chryssalid is still on the field and can't be extracted. I also can't find a way for it to kill itself.
The Dreamer  [developer] 15 Sep, 2016 @ 7:53pm 
Originally posted by Darkswirl:
In an extraction mission, I spawned a baby Chryssalid from a pod to kill the last guy, and then extracted my soldiers. But the mission won't end because that baby Chryssalid is still on the field and can't be extracted. I also can't find a way for it to kill itself.
We've heard this one, working on incorporating a suicide button for chryssalids/zombies
ArkonisAelir 15 Sep, 2016 @ 7:55pm 
Already mentioned it a while back, but might as well put it here in a dedicated bug thread, too: Gatekeepers are instakilled when hit with Unconsciousness.
The Dreamer  [developer] 15 Sep, 2016 @ 7:59pm 
@bloodsplatBOOM Working on an immunity ability, but thanks for reminding me.
Sno3y 18 Sep, 2016 @ 11:42am 
My Sectoid 'class' has disappeared, so now any Sectoids I build/receive for doing a misson end up picking a random class designed for human soldiers. The actual Sectoids themselves are fine, they just have no custom class like the other aliens. I've tried disabling some of my class mods and messing around with ini files, but so far I've had no success. Any ideas what's going on here?
The Dreamer  [developer] 18 Sep, 2016 @ 2:10pm 
Originally posted by Sno3y:
My Sectoid 'class' has disappeared, so now any Sectoids I build/receive for doing a misson end up picking a random class designed for human soldiers. The actual Sectoids themselves are fine, they just have no custom class like the other aliens. I've tried disabling some of my class mods and messing around with ini files, but so far I've had no success. Any ideas what's going on here?

If you've made any improper edits to the sectoid class data or held onto older config files that never had the sectoids added, it could have lead to the sectoid class not registering. I recommend deleting your class related .ini's and either resubscribing or downloading the mod from the nexus site and replacing the config files with the ones from there.
Zephyrus 20 Sep, 2016 @ 2:33am 
I need help. My Chrysalid(sorry can't remember correct spelling) killed 2 enemy organic units, spawned two cocoons, and I had 4 new-spawned chrysalids. It was on a VIP mission where I recover the VIP from a locked room, and which the escape path has already been set. After I click Evac All (I have the Evac all mod), and evacuated every unit except of course the in-mission spawned chrysalids. However, the mission doesn't end, it still shows I have units left, when all the objectives are checked green, I don't go back to the Avenger/FirebirdCutscene. When I re-loaded and killed the 4 in-mission spawned chrysalids, the end mission log showed 4 xcom soldier deaths. At least I got to the loading part inside the Firebird...right? No, I crashed while returning to base. What's going on?
Darkswirl 20 Sep, 2016 @ 9:39am 
@Zephyr Please read the rest of the thread before you post. It's a short thread.

Originally posted by The Dreamer:
Originally posted by Darkswirl:
In an extraction mission, I spawned a baby Chryssalid from a pod to kill the last guy, and then extracted my soldiers. But the mission won't end because that baby Chryssalid is still on the field and can't be extracted. I also can't find a way for it to kill itself.
We've heard this one, working on incorporating a suicide button for chryssalids/zombies
Zephyrus 20 Sep, 2016 @ 1:13pm 
Sorry, I was panicking because I keep crashing even if I kill the chrysalid, I got around his first step of finding a way to kill the chrysalid, but the crashing part?
Darkswirl 20 Sep, 2016 @ 2:41pm 
Originally posted by Zephyr:
Sorry, I was panicking because I keep crashing even if I kill the chrysalid, I got around his first step of finding a way to kill the chrysalid, but the crashing part?

No clue on the crashing part. But, ever since I started using mods, I've had to keep a save record just in case something goes wrong. Save before you go out on a mission (preferably after you pick who you want and get them geared), save as soon as the mission starts, save before the mission ends (in the event of extraction, mostly), and save as soon as you get back to the Avenger.

They're aware of the problem and are implementing a fix but, unless you have a previous save, you might need to start a new game. Keep that save, if you do, just in case someone else comes up with a fix for your crashing.
Zephyrus 20 Sep, 2016 @ 4:57pm 
I do that already, I have a save before the mission, and a save right before I extract. I'll keep the saves then, thanks.
Zephyrus 20 Sep, 2016 @ 5:03pm 
I'm so confused though, it wasn't like this in the first time I actually spawned baby chrysalids. First time, it was a mission where a resistance group magically somehow someway shot down/disabled a UFO. I spawned 6 baby chrysalids in that mission, the mission ended normally, I was able to move on further into the game, until now. I assume the problem exists only on the missions where they give you a extraction point at the start of the mission. Or on all of the missions you need to physically click extract and use extraction.
ArkonisAelir 20 Sep, 2016 @ 6:01pm 
That's because UFO Shootdowns aren't extraction missions. Most Council Missions and Base Assaults are.

EDIT: Oh wait nope spoke too soon disregard everything I've just said.
Last edited by ArkonisAelir; 20 Sep, 2016 @ 6:02pm
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