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The only game breaking one I know of that I know was never patched out is the Tasoth Commander Trap.
The other major two is the fact that dye grenades don't actually function properly and if you aren;t fast with the Deep Ones you can't research armor.
Not that any of this matter since you should be using either XCOMUtil or the now released TFTD OpenXCOM.
Both of these fix many of the run problems caused by new systems (so introduced bugs), fix the engine limitations and balance fixes.
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Info is all on this website. Linked is the Tasoth Commander Trap and Deep One.
http://www.ufopaedia.org/index.php?title=TRTBAG
The tasoth commander bug is somewhere between an urban legend and a rare occurance at this point and is nearly a non issue.
... If you SEE it though, make sure to contact people who keep the ufopedia up to date and supply saves. People are really intrested in disecting that bug once and for all.
Normally there are no Tasoth Commanders, the game is supposed to automatically switch them into Tasoth Squad leaders. It's somewhat similar to the medic glitch of the original x-com, but more severe.
When you complete research of this imaginary unit, the game will not really know how to process it and tries to give you tech at an appropriate teir, this ends up flagging the Leviathan research as complete improperly. Which prevents launching the final mission.
It's the most severe bug existing in the original tech tree, and the v2 patch supposedly fixes it along with a few other small bugs. But people keep apparently running into it and it's legend mostly remains passed around by veterans.
The only other "Bug" you have to watch out for is TFTD is really selective about things, such as needing deep one research for better armor. It's not really a bug, just a gameplay oddity you need to be aware of.
The problem has always been that they tend to disapear pretty quickly so if you don't grab the stun weapons and grab one really early by the time you need the live one they don't really show up any more.
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But yes its more order of operation stuff thats left over. XCOMUtil and now OpenXCOM fixes most of them. The page I liked above has them all listed though.
The Android port is also up to snuff now, no more crashing/corrupting issues with TftD.
Another thing encounted was from the beginning i only got terror sites. I went to atleast 8 before a single ufo appeared. location?
TFTD was pretty much a buggy reskin of UFO Defense; Gollop even said in a recent interview that he had nothing to do with it, instead he was working on Apocalypse. When you download OpenXcom's nightly build, just extract the files to a folder that makes sense (C:\OpenXCom, etc.) and move the files from XCOM to the UFO folder, TFD files to the TFTD folder.
If you install it properly, OpenXcom.exe should start as UFO Defense and allow you to switch in Options.
If you want this to replace your Steam version (as in, launch OpenTFTD directly from Steam), extract the files directly to the game's files under Steamapps\common, delete DOSBox, and rename OpenXcom to DOSBox. That will make Steam think OpenXCom is the right application to launch.
In the steam version, you can reaserch the magnetic navigation right away. That is a gamebreaking bug. In The gog version this was fixed. Not sure about the commander though.
I've tested this
1. As a vanilla install
2. With XCOMUtil
3. OpenXCOM.
none of them allowed me the Magnetic NAvigation Resreach early.