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Post by gravismetallum on Nov 24, 2011 10:30:32 GMT -5
I have had to deal with the same thing,if no ones noticed yet,the xenos can attack all templars next to him at same time. I had my templars congo lining down a halway when we decided to stop over a spawn point for some reason,the templar standing on the spawn point and the guys infront and behind him all had the unpleasant claw marks flash over them.
Xenos can hit everyone around them,guess they hop in the air and do a little spinning tornado kick street fighter style! ;D
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Post by fallen on Nov 24, 2011 12:59:12 GMT -5
@gravis - the part about standing on a spawn-spot is a known bug. We are working on it.
About the multi-attack from the xenos... my advice would be don't let them get near one Templar, much less two! The multi-attack is on purpose and one of things that makes xenos truely terrible, but also makes the Templars best at close-quarters, tunnel-fighting. Wide open areas are very dangerous!
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scab
Initiate
Posts: 21
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Post by scab on Nov 24, 2011 14:50:41 GMT -5
I was surprised too, I always thought Xenoforms hated arses. That until v0.2.5 came out and templars everywhere started getting their pockmarked rumps spanked. The patch notes should read as:
v0.2.5 - 11/23/2011 - Fixes Xeno AI Bugs - Improved % to Critical Equation - Updated Moons Levels - New Skirmish Level for Elite - Balanced 'Hold the Gates' Level - Improved Briefing Files - Fixed Reported Crashes from Market - More Fixes for "Familiar Ground" - Improved Skirmish Select Menu - Xenos lose phobia of arses so quit taking a dump in their spawn points
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Post by Rico's Roughnecks on Nov 24, 2011 16:30:25 GMT -5
.I thought I had an ambush set up... one trooper standing in a room one space away from the tunnel and the wounded captain waiting concealed to the side so when the xeno charged the bait trooper, the captain did some exploratory surgery without exposing himself. Then the xeno attacked both at once... I was supposed to be the one ambushing THEM! I thought it was a purple bug power since I never really faced them before the final highliner mission. Do blues do it too?
I was losing random reserved CP during the xeno turns on that level too. I know you can only keep 2 but Sometimes a guy wouldn't move at all and have 5 cp left but suddenly they'd ALL vanish without letting him counterattack. Sometimes i'd reserve 2 cp and both would vanish and sometimes 1 would and sometimes I could counter with both.
I love how hardcore and unforgiving the game is, but it does make it hard to tell the difference between a programming bug and programmer sadism. Was disappearing cp on purpose?
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Post by slayernz on Nov 24, 2011 16:52:58 GMT -5
Yeah, I noticed that loss of CP during phase 2 as well. The Templars were all at 2+CP at the end of phase 1, but ended up with 1CP at Phase 2.
Also, I noticed that yes aliens can attack two Templars at the same time ... haven't been (un)lucky enough to have three surrounding an alien when it attacks ... I'm guessing any adjacent Templars will be hit during an alien swipe attack
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HarryKILLSworth
Hero
If I told you i was lyin', would you believe me?
Posts: 163
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Post by HarryKILLSworth on Nov 24, 2011 20:36:02 GMT -5
BONUS LEVEL?
BLOOD SPORT-THE ANCIENT TEMPLAR SPORT OF ENTERTAINMENT
1) You could select 2 of your templars to enter this level in which your selected templars are honored by being placed in a ring to entertain the masses by killing 100 farm raised xeno in front a crowd of blood thirsty elite citizens
2) Infinite ammo for each templar would be a featured in a huge square ring, no hallways or obsticles.
3) A continuous wave of xenos would be converging on your templars from 4 hives. 1 in each corner of the ring
4) The amount of experience earned would be determined by how many xenos killed. Ie. 25 kills 1 exp 50 kills 2 exp 75 kills 3 exp 100 kills 4 exp
5) After all xenos are killed or both templars are dead, the games is ended and the exp earned are distributed.
6) This level is only a random event and is awarded to your teams as an honor from higher ups for a job well done.
7) Have fun dying!
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 24, 2011 20:51:34 GMT -5
You guys only noticed the multiple attacks recently? If I knew it was that obscure a fact, I should have posted it here weeks ago. And yes, if your team is skillfully(?) placed enough, all four of them can get hit by a single xenoform, regardless of its color. scab- That's funny, dude. Exalted! ;D
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Post by fallen on Nov 25, 2011 12:06:30 GMT -5
The multi-attack fits in the category of "hardcore and unforgiving" and is a feature =)
There are some documented issues with the way that CP is consumed during the second half of the turn. We are continuing to try to work through them.
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Post by Rico's Roughnecks on Dec 1, 2011 12:27:06 GMT -5
Do y'all really play on brutal? I did both campaigns on normal and thought it was too easy but on brutal I have failed half a dozen times to even activate both switches in the first rifts level. The freaking xenos come from 15 spaces away and still attack in the same turn, and my guys miss 5 times in a row! Maybe if not for the reserve cp bug id stand a chance... so is this really possible?
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Post by Cory Trese on Dec 1, 2011 13:16:27 GMT -5
Do y'all really play on brutal? I did both campaigns on normal and thought it was too easy but on brutal I have failed half a dozen times to even activate both switches in the first rifts level. The freaking xenos come from 15 spaces away and still attack in the same turn, and my guys miss 5 times in a row! Maybe if not for the reserve cp bug id stand a chance... so is this really possible? There isn't an open reserve CP bug. You talking about the Soldier class special ability? Details in the help file.
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Post by Rico's Roughnecks on Dec 1, 2011 23:28:55 GMT -5
The help says "any remaining cp will be reserved for defensive use during the second phase. No templar may reserve more than 2cp" and the second phase is "defensive fire and alien movement and attacks" However, in practice you can't reserve 1cp at all and you can only reserve 2cp if an alien is 4 or less spaces away and directly in front of you. I spelled it all out a few days ago... I'm wondering if the oddities you're seeing WRT saving CP for the alien's turn is due to soldiers? Soldiers, as opposed to scouts, get a chance to not use a CP when they shoot during the alien's turn. its not that. The 'help' says soldiers have a 55%chance to not use cp while attacking during reaction phase and it is a pretty good power. The "help" says any templar can reserve 2cp, no reference to class. I have the reserve cp bug figured out now, if anyone is interested. When you end your turn, more than 2cp reduces to 2 and cp2 remains 2. That's as it should be, except cp1 goes to zero which it shouldnt. Then the first alien movement phase, blues move 2 and purple move 3. Now, unless an alien has moved to range4 or closer in front of you, your cp2 will reduce to 1. Then the aliens move again, and your cp1 goes to 0 whether there is an alien in sight or not. I think you are supposed to reserve 1 or 2 cp throughtout the aliens turn regardless if you can see them or not. This is why the purple aliens were kicking my butt, cause they start their turn out of sight and my cp vanished but they were fast enough to attack me anyway
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Post by slayernz on Dec 2, 2011 0:19:27 GMT -5
Can definitely validate this bug. I don't know how many times I thought I left 2 and ended up with zero. I've now taken to play a little more defensively and keep 3 if I know I am going to be attacked in Phase 2.
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Post by Rico's Roughnecks on Dec 21, 2011 5:47:55 GMT -5
I hate to keep complaining about how we should be able to keep 1 or 2cp throughout the xeno turn without the cp vanishing... but aside from the fact that I just don't like it there is still a bug.
When I end turn, 1cp stays 1, 2 stays 2 and over 2 is reduced to 2. That's fine. Then the aliens make one movement (2 spaces for blue, 3 for purple). If a templar can see a xeno within 4 spaces in front of him, he can act with his 1 or 2cp. If nobody can see a xeno, all templars lose 1cp and the aliens make a second move. Now if any templar can see a xeno and still has a cp left he can act. I think this is how the developers intend it to work, which as I've said a few times I don't like since the xenos can make 5,6 or even 7 moves and we can only respond to the first 2. I hate just standing there as the xeno preps for exploratory surgery and starts digging.
Here's the bug. After the aliens make their first movement, IF any templar can see a xeno, any templar who CAN'T see a xeno loses 1cp before the templars get to react. Then everyone, including the templars who can't see a xeno lose another cp after I click next turn to end my reaction phase.
So if all the templar have 2cp and nobody can see a xeno after the first move, then a xeno moves into sight during their second move, all templar will have 1cp for the second reaction chance. If a templar has 2cp and can see a xeno after the first move but doesn't take any action, that templar will still have 1cp for his second reaction. But if a templar has 2cp, after the first xeno move he can't see a xeno but another templar can, he won't have any cp for the second reaction... which can be awkward if a zeno came into range with its second move.
Let me kick this dead horse one more time and see if it gets up. Simple solution... we keep our reserve cp until the alien turn ends. Problem solved.
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