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Just encountered a bug where the 7th agent I had assigned to provide support from a vantage point did not return to Cabal HQ after completion of the mission like the other 6 agents in the assault team. As a result(?) the game also became unresponsive to mouse clicks after switching over to the world map which also was missing all the icons. Had to tab out and manually kill the process.

Went as follows:

Back in Cabal HQ and after getting the notifications of the captured 3 enemy agents being questioned and eliminated + the corresponding rewards (intel, contacts, recruits) I switched over to the infirmary to check on said 7th agent. Just then I noticed that he actually wasn't in Cabal HQ but still on location of the just completed mission (assault on a Beholder cell). Prior to starting the mission I prematurely had taken him out of the infirmary where he was recuperating from an earlier ambush (at 60/80 HP, if that's of any relevance). He was just to provide support and not actively participate in the mission after all.

Anyway - I had just noticed that he wasn't actually at Cabal HQ and thus couldn't be manually assigned to the infirmary either, so I switched to "Crew Quarters", selected the agent in question and clicked on "Locate". Which in return switched to the world map resp. the location info box showing the agent still on site.

I then either directly closed the info or confirmed the return to base-order + closed the info box (not entirely sure from this point on) and noticed that the map was missing all the icons in addition to everything else on the screen being unresponsive to the cursor resp. mouse clicks.
Post edited September 06, 2018 by Swedrami
I've found a bug with the investigation boards when the game is running with the UI in Spanish. Sometimes, a code name is not properly displayed, the text shows a tag, something like {Agent_Alias1} which is not clickable. Assigning an agent to solve it eventually reveals the correct code name. After some instances I changed the language to English, and after loading the game and opening the board again, the proper code name showed up. Also, I finished the game in English without finding this error anymore, so it's linked to the Sapnish localization.

Not an actual bug, but let me add that the Spanish translations for the code names are uninspired.
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Swedrami: Back in Cabal HQ and after getting the notifications of the captured 3 enemy agents being questioned and eliminated + the corresponding rewards (intel, contacts, recruits) I switched over to the infirmary to check on said 7th agent. Just then I noticed that he actually wasn't in Cabal HQ but still on location of the just completed mission (assault on a Beholder cell). Prior to starting the mission I prematurely had taken him out of the infirmary where he was recuperating from an earlier ambush (at 60/80 HP, if that's of any relevance). He was just to provide support and not actively participate in the mission after all.

Anyway - I had just noticed that he wasn't actually at Cabal HQ and thus couldn't be manually assigned to the infirmary either, so I switched to "Crew Quarters", selected the agent in question and clicked on "Locate". Which in return switched to the world map resp. the location info box showing the agent still on site.
The mission magic "teleportation" that occurs automatically once a tactical mission ends appears to only affect the agents currently "on the ground" - i.e. not in support roles.

I can verify that this will happen every time, since I'm playing with self-imposed "house rules" where I only put agents on a mission that are currently at the mission location. At the end of the mission, every time, the main group of combatants gets a magic teleport - the rest stay wherever they happen to be (in my case the city the mission was in, but this happens no matter where they are - they'll always remain in the city they were in when the mission was launched, which for most people most of the time would be HQ, which is probably why this wasn't noticeable for most).

I really hope this teleportation thing gets removed/fixed - so far, even with the self-imposed house rules, I've rarely had to actually ignore (not do) a mission, and only occasionally have I had to do a mission with less than a full complement of agents (both "on the ground" and support). I'm currently at the end, on hard since the beginning, and it doesn't add much challenge, but it does make much more sense.

It would make even more sense if the "on the ground" agents didn't teleport automatically, since then we'd have to get them out of the city - which could take longer for any agents whose ID has been compromised (possibly adding a tiny bit of extra challenge there in managing heat and/or agent travel times).
Post edited September 11, 2018 by squid830
Any more word on the agent selection for tactical missions? Is it an intended game design or is it a bug that agents not sent to an area where a tactical missions are automatically selected. Even if they have a task ongoing at base or are compromised over agents who are there being made unselectable?

I would love to see this being addressed, even if just to confirm this is a bug or not. if it is a bug, for me it is biggest priority as I have been so put off playing by it.
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Lodestar: Any more word on the agent selection for tactical missions? Is it an intended game design or is it a bug that agents not sent to an area where a tactical missions are automatically selected. Even if they have a task ongoing at base or are compromised over agents who are there being made unselectable?

I would love to see this being addressed, even if just to confirm this is a bug or not. if it is a bug, for me it is biggest priority as I have been so put off playing by it.
Unfortunately the devs have said this is a design issue, though they may (hopefully) be open to changing this somewhere in the near future.

I agree with you - I totally hate this magic teleporting mechanic, especially as it's completely unnecessary.

I'm near the end now and I have forced myself to manually send all agents to a mission location before I run the tactical, then I deselect all agents, then manually select only those agents at the mission location - and despite these "limitations", I've been able to run almost all tactical missions I wanted to with a full team of agents (including support). Without this self-imposed rule, I would have been able to easily perform all tacticals - with the rule, there were a small number I had to go in understrength, or in very rare cases not do at all (causing my "doomsday counter" for one chapter to actually increase for once! It was still trivial to stop almost all "plots" though).

The main thing that bugs me about it is the fact that the agents doing the fighting still magically teleport back to base, as I can at least force myself to circumvent the other lame aspects of this mechanic (the support agents stay put at least, and I can manually ensure that only agents on-site participate).

Seriously devs, please fix this!

If it's possible to easily beat the strategic layer with my self-imposed limits on hard, then it's surely no longer necessary? If it needs further balancing, just increase the max agents we're allowed (though I now think this is probably not necessary - recently I've tried to keep my roster at or below the allowed maximum).
Hey!
According to previous posts about automatically selection of Tactical roster and instant return to base after tactical mission,
we want to confirm that it was designed to streamline agent and hideout development.
We wanted the player not to be limited by the continuous travel of agents participating in missions played around the world.
More opinions, as always, will be appreciated, guys.
Patch 1.0.6 says:

Improvements:
--Dispose of body/pick up agent cutscenes are now skippable (yay!)
It's not skipping for me using a Xbox 360 controller.

Also, Galaxy overlay is not working with 1.0.6.
Post edited September 19, 2018 by Mean.Jim
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CFG_Support: Hey!
According to previous posts about automatically selection of Tactical roster and instant return to base after tactical mission,
we want to confirm that it was designed to streamline agent and hideout development.
We wanted the player not to be limited by the continuous travel of agents participating in missions played around the world.
More opinions, as always, will be appreciated, guys.
Cool, this confirms what you guys first mentioned about this when the game came out.

Personally, I definitely don't agree with it though, so it would be awesome if there were at least an option to disable this mechanic so that agents don't teleport, ever. As I described above, I've been forcing myself to only use agents at the location, and I didn't find it limiting at all.

It has the potential to make the game more interesting since then it requires more management from the player with respect to agent placement - which is a thing for most missions anyway. That's one of the reasons this is so jarring for me - for every other mission, location is important (OK not quite "seek agent" missions since your guys will just do it no matter where they are, but all other missions require the agents to be there - if they're not there, then they're flown in before the mission starts).

Also the game actually tells you (via tips) to ensure agents are stationed around the world - I find it strange that this doesn't apply to tactical missions, since they make up the meat of the game. To add to that but in reverse (kind of) - having the agents teleport back automatically can potentially also mess things up with respect to agent placement, unless of course the agents in question have maxed heat (in which case it's basically an exploit to get max heat agents back to base without worry - kind of strange that the main way agents can get heat is also the best way to get them back to base, thereby making the heat increase basically not worth worrying about, since it only costs a small amount of money to fix (and if you don't have it, they can still forge or craft or sit in the infirmary or analyse - so not much of a penalty).

So in my game, even with the limitation, I hardly ever had to skip a mission - and even then it wasn't even remotely catastrophic. In cases where your heat goes up, it's easy enough to move (which BTW should probably also require time to get your agents to fly there, but that's of secondary importance). In cases where the counter increases (which leads to game over if full) - it seems to only go up a small amount. So far, I've only ever had it go up once, maybe twice, and that was only because of this self-imposed travel limitation - if I had just used any agents the game let me use, I would have never had to ever skip any missions and this wouldn't have happened (which makes the strategic game ridiculously trivial for a "hard" level IMO).

Also I'm more than happy for this to be an option, for those that like the "old way" of doing things. The only potential issue(s) I see here are in terms of interface - ideally we'd need some more info on the world map screen, so we can more easily plan which agent to send where. Stuff like which language an agent speaks, languages spoken in cities, that kind of thing, would be useful. It would also be cool to be able to easily see which agents are going where, and how long they'll take to get there - both on the main map, and in the agent barracks view.

Anyway I've probably written more than enough about this - hope the above explains my reasoning. I'm sure others can come up with some more stuff to (optionally) display on the world map/barracks/etc.

Finally - if this doesn't get implemented, then I really hope there are some cool modding features added in which would allow someone to mod these changes.

Finally finally - still think, even in its current state, that this is a kickass game. Stuff like agents in disguise, brainwashing enemies to get activated on codewords or via combat, sending someone to suicide bomb a cell, the wait for evac and subsequent time limit to get there (with danger increase if you don't make it), the breach mechanic - these are all pretty damn awesome ideas, which I'm sure some other games will rip off in future. On top of that, I like how the levels really reflect the location (broadly), both visually and via background music - makes a change from XCOM2 where all cities look the same.
The patch_log.txt for the offline patch installer once again logged

pakchunk0-WindowsNoEditor.pak
and
pakchunk1-WindowsNoEditor.pak

as unmodifiable.

Again - I don't mind downloading the offline installers worth 12+ GB every time the base game gets updated but I guess most people don't have that kind of patience.
avatar
CFG_Support: Hey!
According to previous posts about automatically selection of Tactical roster and instant return to base after tactical mission,
we want to confirm that it was designed to streamline agent and hideout development.
We wanted the player not to be limited by the continuous travel of agents participating in missions played around the world.
More opinions, as always, will be appreciated, guys.
Make it +1 for an option to disable the streamlined automatic selection of the roster and instant return to HQ after mission completion then.
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Lodestar: Any more word on the agent selection for tactical missions? Is it an intended game design or is it a bug that agents not sent to an area where a tactical missions are automatically selected. Even if they have a task ongoing at base or are compromised over agents who are there being made unselectable?

I would love to see this being addressed, even if just to confirm this is a bug or not. if it is a bug, for me it is biggest priority as I have been so put off playing by it.
avatar
squid830: Unfortunately the devs have said this is a design issue, though they may (hopefully) be open to changing this somewhere in the near future.

I agree with you - I totally hate this magic teleporting mechanic, especially as it's completely unnecessary.

I'm near the end now and I have forced myself to manually send all agents to a mission location before I run the tactical, then I deselect all agents, then manually select only those agents at the mission location - and despite these "limitations", I've been able to run almost all tactical missions I wanted to with a full team of agents (including support). Without this self-imposed rule, I would have been able to easily perform all tacticals - with the rule, there were a small number I had to go in understrength, or in very rare cases not do at all (causing my "doomsday counter" for one chapter to actually increase for once! It was still trivial to stop almost all "plots" though).

The main thing that bugs me about it is the fact that the agents doing the fighting still magically teleport back to base, as I can at least force myself to circumvent the other lame aspects of this mechanic (the support agents stay put at least, and I can manually ensure that only agents on-site participate).

Seriously devs, please fix this!

If it's possible to easily beat the strategic layer with my self-imposed limits on hard, then it's surely no longer necessary? If it needs further balancing, just increase the max agents we're allowed (though I now think this is probably not necessary - recently I've tried to keep my roster at or below the allowed maximum).
avatar
CFG_Support: Hey!
According to previous posts about automatically selection of Tactical roster and instant return to base after tactical mission,
we want to confirm that it was designed to streamline agent and hideout development.
We wanted the player not to be limited by the continuous travel of agents participating in missions played around the world.
More opinions, as always, will be appreciated, guys.
Thanks to you both.

I read your post SQUID830, and thought about asking where you saw this, and if there was another appropriate forum or thread for this, as if not a bug we are going in to feedback not this thread, so as to respect forum thread rules, but we have a response also from CFG_Support about this.

To be plain I am not half as fussed about a teleport of my agents once finished a tactical mission. Or at least an automatic travel by plane like XCom does. It is the picking and choosing of tactical agents and the teleportation of agents no where near the mission area.

While I understand the reasons given to a point. But, in a day an age where games are getting too mundane and full of instant gratification and even too easy, I see little reason why a game inspired by the turned based strategies of old, goes this route. Not a smart choice. But if possible to make this an option I would jump at switching it off.

Also any word yet on if a Stasi Agent will have German included as a language? I understand why they make speak Russian and English, but not have the native tongue for a country they are a member of secret police for.
Wouldn't mind some sort of general opt-out of the automatic roster management as well.
'Manual Roster Management' under Options > Gameplay to check/uncheck or something along those lines.
Not sure if this is a bug or an intended game mechanics?
I went through one enemy base tactics battle with the goal of eliminating 10/10 opposition forces.
Called the evac and got I think once an additional back-up group of enemies, after that it was just air support.
All this seemed to make sense, that the enemies didn't keep coming forever.

The second one, similar attack on an enemy base... after eliminating 10/10 enemies, and calling evac:
The enemy forces kept on coming... There were a few of air support, then again enemy support.
My agents were on one end of the map, some of them already waiting for the evac.
But the enemies kept on arriving on the other side of the map, and took their time to arrive within range of weapons.
They kept on coming, until my goal was to eliminate 30/30 enemies... And probably more were on their way.
This didn't seem to make any sense, there was no way to keep killing the enemies faster than they kept on coming.
Finally hoping this was just a grammatical error, evac'ed out and got a failed mission.
Now I suppose have to go back to beginning and hope for the best... Is this supposed to happen, though?
Post edited September 26, 2018 by superstande
Working as intended.
At least I think it is since I had the exact same thing happen to me on one mission too.

I quite like it this way, to be honest. Makes sure that once in a while you also have an objective that's almost impossible to complete once your cover is blown and you weren't able to make it out in time.
Post edited September 27, 2018 by Swedrami
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Swedrami: Working as intended.
At least I think it is since I had the exact same thing happen to me on one mission too.

I quite like it this way, to be honest. Makes sure that once in a while you also have an objective that's almost impossible to complete once your cover is blown and you weren't able to make it out in time.
So it isn't a bug. Right...
Luckily I had quicksaved on turn 7 just before I started an alarm :)
Gotta do it differently then.
But it was a fun session anyhow.
This game is such a classic!