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LW Rebalance Bugs and Problems


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#11
faffler

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In response to post #61587892. #61591282, #61591372, #61592347, #61593527 are all replies on the same post.


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Awesome, updating that file immediately got pods patrolling again. Thanks for the quick fix!

#12
zazuza7

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In response to post #61578352. #61584092, #61594237, #61601762 are all replies on the same post.


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It seems that my problem is the same of bturner1.
I also noticed that autosave doesn't always make a save at the beggining of the turn, not sure what causes that.

#13
Ucross

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In response to post #61587892. #61591282, #61591372, #61592347, #61593527, #61605107 are all replies on the same post.


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Thanks sz. Added to next version as a bug fix.

#14
Lafiir

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Download in folder Config contains "CampaignSummary.txt" which is unnecessary and should be deleted.

DefaultGameCore.ini
391: "BalanceMods_Normal=(eType=eChar_Outsider, iCritHit=900 ..." is duplicated (should be iCritHit=1200)

XComGame.int
2673: Alloy SHIV "hard cover" should be "partial cover"
3465: m_strBonusTxt[ePerk_ReaperRounds] should mention it only affects beam and pulse
5899: m_aInventorySummary[eItemInfo_ChitinPlating] should be +2 hit points
5901: m_aInventorySummary[eItemInfo_ReaperRounds] see above
5913: m_aInventorySummary[16] Plasma Stellerator gives +2 damage
5922: m_aInventorySummary[25] should be +5 (for KSM)
5933: m_aInventorySummary[36] should be +5 (for Flamethrower)

Nexus Description Page:
"SHIV autocannon ammo reduced to 2 (from 3)" to "Reduce early game strength". Either remove it, or revert autocannons and MEC minigun back to 2 ammo if that's still relevant.
Not a bug, but maybe put the "INT" folder in Download in a "Localization" sub-folder. This way all can be copied to "XCom-Enemy-Unknown\XEW\XComGame"; combining steps 2-4 for a simpler installation.

Edited by Lafiir, 07 July 2018 - 01:50 AM.


#15
Ucross

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In response to post #61613267.


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Awesome stuff. Did it all. Thanks so much.

#16
szmind

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In response to post #61578352. #61584092, #61594237, #61601762, #61607267 are all replies on the same post.


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Hey guys. Concernig that "first reload" issue. Does that occur with EVERY first reload on a mission? I suspect it is not. It is probably "first reload" after updating to new version of Rebalance. Cause your save from older version has random seed generated by older version. When you reload for the first time - the game makes a check and discovers that "sth changed" and proceeds with debug procedure which regenerates random seed. From now on the save holds random seed from "current version".

Also - if you load a downloaded save you will probably get different result than a player who actually uploaded the save :))

And autosave - it has always been skipping a turn from time to time, in vanilla, Long War, ever. As far as I remmember. Kind of - "Save Scum Preventer Lite".

Edited by szmind, 07 July 2018 - 10:20 AM.


#17
zazuza7

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In response to post #61578352. #61584092, #61594237, #61601762, #61607267, #61622242 are all replies on the same post.


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Hello, szmind. I think the issue is happening each time I first try to reload (probably)every turn. And it was happening to me on a campaign which I started after Installing 1.18.9 and I didn't have it updated to a new version of rebalance yet.

#18
bturner1

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In response to post #61578352. #61584092, #61594237, #61601762, #61607267, #61622242, #61623192 are all replies on the same post.


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Pretty sure it happens every time...

Just did a test. Loaded a previous in-mission save. Moved a soldier to activate a pod. Made a new save.

Moved a soldier to a notable location. Took a 44% shot with shotgun. Hit and dead. [Moved a different soldier to a notable location. Took a 30 something percent shot and missed.]

Reloaded game. Moved same soldier to first notable location. Took same 44% shot with shotgun. Missed.

Reloaded game and repeated, three more times - all misses.

Save Scum is off. Entire game was played with 1.18.10. It's always been like this for me. I just assumed it was like this for other people as well.

Edited by bturner1, 07 July 2018 - 02:59 PM.


#19
szmind

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In response to post #61578352. #61584092, #61594237, #61601762, #61607267, #61622242, #61623192, #61627677 are all replies on the same post.


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Interesting. If you are determined - you can check kind of ID of random seed within a log file. It is located by default in C:\Users\[UserName]\Documents\My Games\XCOM - Enemy Within\XComGame\Logs. Sort it by time to get the latest on top (the very last is just Launch.log). Search for "SetRandomSeeds".

#20
faffler

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EXALT Heavy mobility is currently lower than intended. I'm speculating that this is because of the SAW/launcher penalties being applied to them.

https://imgur.com/a/i1geFaR

DGC.ini
40 Mobility=12
44 Mobility=13

^brings heavy mobility up to what I assume is intended (I tested this in game, regular/elite appear to receive -3/-4 mobility respectively)

I would encourage buffing their mobility to something higher like 11, as AI 'cover units' seem to struggle with moving around the map when their mobility is too low. At 8/9 mobility heavies frequently end up standing out of cover, or are unwilling to move forward.

edit: looking at the screenshots I'm noticing elite heavies have lower aim than regular ones. It seems like regulars get a SAW and elites get a LMG, so you might want to buff elite heavy aim by 10 to account for this.

Edited by faffler, 08 July 2018 - 11:25 AM.





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