Good to see the previous crash and softlocks resolved bypassed, and the world map button highlighted.
I have now set the whole combat map ablaze while trying to cram six mercs around an extractHex with only two adjacent open tiles.
Unfortunately without a way to unequip any of the ‘Fire-Treated Coat’ or cause my mercs to be downed, I’ve almost softlocked myself again.
Ofc. During the time I tried to find ‘the extraction point’ while the constant Fire spreads! filled every single open space with hazard_fire, leaving only the {walls, deployment and elevated} areas clear of (edit: until later when the elevated area was also lit aflame when enemies drew direct-fire)🔥
( This is probably justifying why fireImmune armor was common enough for me to equip my entire company - Though ‘inventing’ a fire-suppression grenade may be a reasonible plot/storyline if quests are added later … )
The result being my only legitimate escape is to ABANDON the mission.
couple of bugs build of 2026-07-29 :
-
-extraction point not visible on combat map- (that was already 1/3 covered by fire)
(edit:⬆hidden by zoom out?) -
(softlock) An extraction point on the bottom corner of the map can only accomidate three of six mercs
Maybe shift it of the edge, or allow mercs outside that extraction area to ‘independantly’ make their way back to the settlement ‘overnight’ in missions where extraction is the final stage? -
After using a debugger to ease the extraction point out of the corner, the wave of reinforcements spawned inside/overlapping with my mercs.
Maybe ‘fake’ move/deploy from adjacent corner(s) as player units should be concentrated around the extraction point.’ -
(edit:crash) after ‘successfully’ exploring a sewer Expedition (using the debugger to relocate the extraction point to take 6/6 mercs);
TypeError: can't access property "victory", _cs16 is null -
(edit2:) near softlock when enemies are walled off from mercs. Attempted to use
Moltov Cocktailover wall to incinerate enemies;
Enemy unit died to damage on their turn, and game is stuck onEnemy turn...
workaround: injected code that automagically reduced walls to rubble.
Suggest adding ingame mechanism(s) to allow players to knock over walls in the future. For balance reasons there should be a material or opportunity cost (ie: increased melee wear and will end their turn) -
(edit3:) near softlock: just got an evacuation point in a combat map where my units are trapped on an island.
suggestions:
-
the combat map already tracks
hoveredHexunder the mousecursor,adding a floating legend to the top-right corner of the map area identifying the tiletype
Implement a transparent terrain legend appear that expands to an opaque popup (when the target/enemy/monster popup is not active) for windows mouse users? (( in addition to the touchscreen-specific responsesonTouchStart? )) -
button to reframe combat map view around
currentUnitandhoveredHexif touch-dragging is not extendable tomiddle-clickormodifier-key+click -
if a situational triggers to enable specific events are eventually implemented.
ABANDONing a combat map full of fire could have implications for a merc that likes to feed ‘wild’ animals. Dunno if a ‘bonus’ combat encounter or one-time companion get be more appropriate.
Workaround for Expidetion softlock: injected code
Atcase "END_MISSION" Chrome can inject
if (state.combatState===null){
state.combatState = {
combatOver : true,
victory : true,
abandoned : false,
enemyUnits : [],
playerUnits : [],
}
};
Could be appropriate for patch to change
const cs = (state.combatState !== null) ? state.combatState : ({ combatOver:true, victory:true, abandoned:false, enemyUnits:[], playerUnits:[] });





