(v19, linux, Vi, SuburbsGraveyard1, config:2, party of 4 + temp. ally)
Finished Escort 2x with churchers on danger 1 tile. Then tried through console also Mafia and Survivalists, different danger/crime. Seems the issues below might be consistent.
Issues
1) The first turn in combat can render units untargetable:
See the first two attached images. It behaves as if units (that haven't acted yet) weren't physically there. So I could only move during the first turn, not attack. However, this was happening only in the case when you remove the gate (by bypassing or bashing), not when it's left closed. I don't recall this from previous versions. Is it possible that it may relate to the fix of the gate's pathfinding?
2) Can't flee from the flee zone:
When you reach the flee zone, there is no flee button. None of my units could flee the mission. Temporary ally couldn't. Tried step off & on, weapons/modes, etc. There is no shortcut for fleeing, so without the button it's probably impossible?
Edit: Was able to finish the mission and flee with Mafia & Not removing the gate (going around), see below.
3) Ending the mission by eliminating all:
Unable to flee, decided to eliminate enemies instead. So the mission ended with that. I got strategic defeat + "civilian killed" on debriefing, even when no damage was done to the said civilian. However, the main issue is that in both cases (churchers), when it ended like this, I decided to quit the game it the game ended in segmentation fault.
None obvious errors seen in the log, except this one at the beginning of the map:
BattleControlScript.SetGlobalBonuses. Damage multiplier: 1 max enemies to spawn: 1
BCS.SpawnPlayerTeam. Method called. Number of allied units for this level: 4
BattleControlScript.GetCharacterStartPositon. is player character: True No player team start positions: 0 enemy start tiles: 0
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[UnityEngine.Vector3].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at BattleControlScript.GetCharacterStartPosition (Boolean isPlayerCharacterIn, Int32 speakerPositionIn) [0x00000] in <filename unknown>:0
at BattleControlScript.SpawnPlayerTeam () [0x00000] in <filename unknown>:0
at BattleControlScript.SpawnLevelCharacters () [0x00000] in <filename unknown>:0
at BattleControlScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
at ScriptReferenceScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
at ScriptReferenceScript.Start () [0x00000] in <filename unknown>:0
Sugg/Qu-estions
-- Is it intended that this mission could trigger for any gang?
-- In general, wouldn't bother, but this mission is special due to refreshing objective, not the usual assault. So in this case - what about giving Escort a little attention? Perhaps something instead of "[Escort Dialogue]" or anything else you planned... Apart game pacing advantages, also gives players a taste of mission variety.
-- It isn't clear to me why keeping the civilian safe by eliminating everybody (seeing "Victory!" at the end) leads to strategic defeat with "civilian killed" outcome. No problem if that's intended, but perhaps it would be useful to take a look how you want to communicate the key objective at the beginning, as well as how various endings are presented at the end.
-- Clothes when?