XCOM 2
Bug with the inventory?
I noticed recently that the management of equipment before missions is being contrary. Somehow, not all my items from the proving grounds are disponible all of the time. At first I thought they were just equiped on other soldiers, but on picking the option to free them, while I do get access to everything, it doesn't last. As soon as I've equiped a few soldiers with the non conventional stuff I'm again limited to plasma grenades and such.

It's pretty annoying not to be abble to load more than three soldiers with experimental ammo. Almost worse than the shennanigans to transfer weapons from one soldier to another...

I don't think this is a design limitation? Can it be fixed?

EDIT: Since people seem to get confused: I'm not speaking of equiping the same experimental item on more than one soldier. If you want more you keep going at the proving grounds. But this is happening to COMPLETELY SEPARATE items.
Last edited by theoaffonso2002; Feb 9, 2016 @ 2:52pm
< >
Showing 1-10 of 10 comments
Mook Feb 9, 2016 @ 2:43pm 
I'm confused? If you have 1 gas grenade then you only have 1 gas grenade. If you want more you have to randomly make it in the proving grounds. Is that what you mean?
selanderk Feb 9, 2016 @ 2:46pm 
Some items such as guns are not limited. Generally the utility items are limited to the number you make. If you can only equip 3 then you probably have only 3.
theoaffonso2002 Feb 9, 2016 @ 2:48pm 
Not at all.
I've several different things I want to equip, but as I start picking them out some of the ones I don't pick just seem to vanish.

For example, I give Soldier A bluescreen grenade and tracer rounds.
When I get to soldier B viper rounds are suddenly not part of my inventory anymore.
Last edited by theoaffonso2002; Feb 9, 2016 @ 2:48pm
The Experimental Projects provide you with only a single instance of the type of item produced. While these are not used up during missions when used, you are limited to equipping only as many soldiers as you have items of a particular type. You will need to complete the Experimental Project multiple times to get multiple copies so more than one soldier can equip a given item at a time.

Also keep in mind that those projects have multiple potential outputs. There are I think 6 ammo types, three vests ("experimental armor" but really they're utility item slot vests), 5 heavy weapons between the two experiemental heavy weapon options, and 3 grenade types. Each project completion gives you one instance of one of the corresponding types. You usually get a new type you have not received yet if applicable with subsequent project completions but not always.
Mook Feb 9, 2016 @ 2:49pm 
Originally posted by theoaffonso2002:
Not at all.
I've several different things I want to equip, but as I start picking them out some of the ones I don't pick just seem to vanish.

For example, I give Soldier A bluescreen grenade and tracer rounds.
When I get to soldier B viper rounds are suddenly not part of my inventory anymore.

Oh, I have never seen or heard of that. Are you sure you arnt in the grenade section or something of the grenadier?
Originally posted by theoaffonso2002:
Not at all.
I've several different things I want to equip, but as I start picking them out some of the ones I don't pick just seem to vanish.

For example, I give Soldier A bluescreen grenade and tracer rounds.
When I get to soldier B viper rounds are suddenly not part of my inventory anymore.

This is an impossible example; it's bluescreen ammo, not grenades, and you can only equip a soldier with a single ammo type so you wouldn't be able to equip tracer rounds as well.

This makes me think maybe you're not in front of your game right now and may just be remembering the situation incorrectly. It happens. I suspect it's simply the limit described in my previous post that you're running into without realizing.
theoaffonso2002 Feb 9, 2016 @ 2:59pm 
Originally posted by Giant Space Hamster:

This is an impossible example; it's bluescreen ammo, not grenades, and you can only equip a soldier with a single ammo type so you wouldn't be able to equip tracer rounds as well.

This makes me think maybe you're not in front of your game right now and may just be remembering the situation incorrectly. It happens. I suspect it's simply the limit described in my previous post that you're running into without realizing.

Sorry, yeah, EMP grenade (boring name that). I'm not overly worried about the names. And it's really not that. In fact I first noticed it because none of my soldier had viper rounds equiped when I knew I had them, but cound't find a way to equip them either, which led to the experimentation I've described above.
Mook Feb 9, 2016 @ 3:01pm 
Originally posted by theoaffonso2002:
Originally posted by Giant Space Hamster:

This is an impossible example; it's bluescreen ammo, not grenades, and you can only equip a soldier with a single ammo type so you wouldn't be able to equip tracer rounds as well.

This makes me think maybe you're not in front of your game right now and may just be remembering the situation incorrectly. It happens. I suspect it's simply the limit described in my previous post that you're running into without realizing.

Sorry, yeah, EMP grenade (boring name that). I'm not overly worried about the names. And it's really not that. In fact I first noticed it because none of my soldier had viper rounds equiped when I knew I had them, but cound't find a way to equip them either, which led to the experimentation I've described above.

Can you take a few process screenshots to confirm the bug?
Kind of makes you wish there as an official place to report bugs, huh? =)
It seems like a bug that will happen if you download “long war”mod.Delete the "config"file and start a new game and it will be fixed. But I've already finished 50% of the whole game, damn it.
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Feb 9, 2016 @ 2:38pm
Posts: 10