Wrong Enemy Icon Placement
Here's an interesting bug that was caught by the QA team--before you start a mission, you are given information on the Mission Planning screen, including the number and placement of all the enemy units. This allows you to prepare for what will happen when you are about to enter an area. For example, knowing that there's an enemy sniper will mean that you will be careful walking out in the open or staying out of cover.
Delphyq Enemy Icon Error Reveal Bug
In this bug, what happened was the Operatives already saw the units in the room, but the icons didn't reflect the discovery, and ended up sending incorrect information to the player. In a high intensity situation, this could break your strategy and cause you to misplay a room.
Enemy Icons Larger Than Other Icons
Here's a silly bug we encountered in the Mission Planning screen as well--the Enemy Icons showed up much larger than intended, covering almost the entire room.
Delphyq Large Enemy Icon Bug
They obviously shouldn't be that big.
overlapping lightmap UV fixes in maya for exterior wall and props . rebake mcs meshes and had to re set-up wall colliders
posted this screenshot I created last Monday, of the Skyline level with the option/variant of painted metal and pure metal walls and floors for the build.
New feature:
Increased enemy aim times, even doubled when shooting at targets beyond their EWR (effective weapon range).
Some QoF (Quality of Life) Changes:
- Players are now notified when they are out of Power when doing a Group Heal or Power Transfer ability
- Changed labels of buttons in Overworld and Corkboard