(v16, linux, HB, ~24 July)
Originally thought the grenade didn't proc despite being thrown (~ crit. failure), but this seems like an issue with some maps: there is a line after which the whole area is resistant to any fire grenade. Meaning I can throw it there but the tiles will not go on fire neither units standing there will be harmed. So it's not only a graphical glitch. Near to that border you can get one or two rows on fire. Other grenades look working fine.
How to reproduce:
For example, start B&E mission (map 4 conf 2) and try throw any fire grenade across/near the white line on the floor
(see attached picture).
Down the line will try to report more, but, you know finding flame resistant areas consists of buying a lot of grenades and covering the floor with them... Perhaps there is some joint denominator to tackle before me going full pyromania? (besides would enjoy more having the firefighter ally)
So far I can reproduce this line on most of the SlumMed and DowntownMed maps (0-5, not 6). Though bombarded only a part of those maps. What have in common is the y coordinate. From looking at the log it looks you cannot put on fire all the tiles with y >= 27 (maps 1,2,3,5) or y >= 30 (maps 0,4).
For example, Map 1 (only y=26 row is on fire in the game, y>26 not):
MapDataScript.SetTilesOnFire. Method called. Centre X: 13 centre Y: 27 start x: 12 start Y: 26 effect X Size: 1 effect y size: 1
MapDataScript.SetTilesOnFire. Tile 12/26 Is not on fire. List pos of particle effect: 0 z - start y: 0
TileFireEffectsScript.EnableFlameParticlesAtPos. Method called. Pos: 0
TileScript.SetTileAndOccupantOnFire. Method called. Tile is: (12.0, 26.0) damage: 3 turns: 3
MapDataScript.SetTilesOnFire. Tile 13/26 Is not on fire. List pos of particle effect: 1 z - start y: 0
TileFireEffectsScript.EnableFlameParticlesAtPos. Method called. Pos: 1
TileScript.SetTileAndOccupantOnFire. Method called. Tile is: (13.0, 26.0) damage: 3 turns: 3
MapDataScript.SetTilesOnFire. Tile 14/26 Is not on fire. List pos of particle effect: 2 z - start y: 0
TileFireEffectsScript.EnableFlameParticlesAtPos. Method called. Pos: 2
TileScript.SetTileAndOccupantOnFire. Method called. Tile is: (14.0, 26.0) damage: 3 turns: 3
MapDataScript.SetTilesOnFire. tile x: 12 tile y: 27
MapDataScript.SetTilesOnFire. tile x: 13 tile y: 27
MapDataScript.SetTilesOnFire. tile x: 14 tile y: 27
MapDataScript.SetTilesOnFire. tile x: 12 tile y: 28
MapDataScript.SetTilesOnFire. tile x: 13 tile y: 28
MapDataScript.SetTilesOnFire. tile x: 14 tile y: 28
TileFireEffectScript.SetEmbersAndGlow. Bottom Row flame particles aren't active
TileFireEffectScript.SetEmbersAndGlow. Mid Row flame particles aren't active
TileFireEffectScript.SetEmbersAndGlow. Req min scatter: (-1.0, 0.0, 0.0) required max scatter: (1.0, 0.0, -1.0) Glow min scatter: (-1.0, 0.0, 0.0) Glow Max Scatter (1.0, 0.0, -1.0)
CharMainScript.ConcludeThrowAttack. Method called