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Loading traceback:
workshop-2151835746/simunit.lua:19: attempt to index a nil value
stack traceback:
workshop-2151835746/simunit.lua:19 in function 'onStartTurn'
game/sim/simplayer.lua:510 in function 'onStartTurn'
game/sim/engine.lua:2068 in function 'endTurn'
game/sim/simactions.lua:474 in function '?'
game/sim/engine.lua:2100 in function 'applyAction'
game/client/states/state-loading.lua:149 in function <game/client/states/state-loading.lua:91>
I haven't been able to reproduce an issue where they fail to throw. Could you upload a log to pastebin or something?
It seems like Community Bug Fixes made the Scan Grenade un-throwable. I can only drop it. I say Community Bug Fixes because the label says on the tooltip says it's a mod from Community Bug Fixes.
but for dumbos like me who didn't pay attention:
iInstalling this mod WITHOUT the DLC will make you stuck at the mission selection screen. You can't select any mission.
So make sure to install the DLC.
When a guard's current interest point moves (such as sprinting), the guard's observed path stays at the interest's initial position. On the guard's turn, the guard will "correctly" travel to the interest point's final position.
Now guard paths update with the interest location (once at the end of a multi-tile move, to reduce unnecessary path calculations).
The new update also slightly nerfs detention centers. By default, there's supposed to be a 50/50 chance of finding an agent or prisoner, but due to a bug, this only applied if the player visited two detention centers in a row.
Now, there is a 50/50 chance of Agent/Prisoner if the most recent detention center had an agent, no matter how many intervening missions have been visited. The first detention center always has an agent. It takes at most 2 detention centers to find each agent, as intended by the code.