Archive > Bugs prior to release 2.4
2.5 Dev - differences observed from 2.4 Dev
ManicMiner:
Styar,
Sorry, but it's not out of topic. If this folder's not the right place to discuss observed differences between a very recent build of 2.4 and the subsequent 2.5 build (when compiling from source) then which one is?
Normally I rarely notice changes from one compile to the next but this time I saw several very noticeable changes in gameplay and behaviour, all but two of which have enhanced the gameplay from my POV - one's already a confirmed bug (thanks Kildor/MCR), but it's a bit premature to assert the "can't right-click to cancel the fire weapon popup" observation is a bug.
IMO it's better to report these differences in a thread and see if anyone else has seen them too, and get some feel for whether any of them are "features", "regressions" or "bugs". And, not every bug is a bad bug. I like it that Tamans now lob grenades without blowing themselves up!
ManicMiner:
Hi
I don't know if this is an issue or not, but I'm getting these warnings during compile:
--- Code: ---Found CUnit/Basic.h
Could not find link.h
Could not find sys/utsname.h
Found bfd.h
Could not find execinfo.h
Found theora/theora.h
Found xvid.h
./configure
--- End code ---
And GCC crashes occasionally during the compile. (I am using the build tool, running it on W7 Enterprise x64 Edition with full admin rights).
ManicMiner:
Couple more observations:
1. I mentioned this earlier but it's beginning to annoy me. On 2.4 Battlescape, if you clicked on a Fire button accidentally you could just right-click to cancel it before selecting a fire mode. Now you have to select a fire mode from the popup (or press ESCAPE), THEN right-click to cancel out of the cross-hair.
2. If you click on a flying UFO alert and then click on the UFO while the map's still zooming in on it, it automatically registers as a click on whichever craft happens to be under the mouse cursor when the box pops up; if you hold the mouse button down you can "drag" onto the craft you actually do want to send out to intercept it. This could be related to the Base view bug mentioned upthread. What is odd is the same doesn't happen when a UFO's crashed and you want to do a mission.
3. Could just be perception, but at the start of the game most landed UFOs are intact, but the more UFO yards you build the fewer intact UFOs there are to capture. By the time I've built a third yard and enough workshops and hangars to support them, landed UFOs account for less than one mission in 20, which does beg the question is there any point building the craft that rely on antimatter if you can't do enough missions to keep them refuelled?
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