Bug Dev Build Bugs

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    I'm unsure if this is the correct place for this, if so please link me to where we can provide feedback/bugs on the new dev build!

    Current Bugs: (tested in-game with a fresh install on a beefy boi pc):

    • Lock on missiles cannot hit targets. They arc away or around the target in 100% of cases.
    • Firing swarm missiles can freeze the game.
    • Swarm missiles do not appear to target ships, and just hang in space as a single glowing orb.
    • Had one instance of deploying a swarm missile only to have it instaly explode, hitting the ship which fired it.
    • Minelayers do not seem to be functional atm, you can only have one block linked to the mine computer, and cannot add effects or fire it.
    • Cannon-Cannon and Cannon-Beam do not have recoil, where as the default cannon does.
    • Astro-repair does not seem to repair partially damaged blocks, and instead only repairs destroyed ones.
     

    Ithirahad

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    • Having too many of any missile type concurrently seems to hang servers (incl. local server - game client does not necessarily freeze/crash instantly but the local server ceases to respond). May be associated with the guidance system as well, seeing as I've only tested this with seeking and lock-on missiles.
    • Crashes can occur when spawning or admin deleting entities; may be partially fixed as of the second build (less frequent).
    • Rails do not seem to function on my cruiser, and some of the turrets pop off upon spawning it. I'll have to test with other or new ships to confirm this when I get home, though.
    • Other strange issues with entity spawning, probably related to new chunk handling for AstroTech repairs - Light-emitting blocks do not emit light until the chunk is updated, random chunks of blocks are damaged, partially-covered block faces get culled... At least some of these bugs seem to disappear when the glitchy chunk is shot or otherwise modified.
    • Beam/Cannon appears to have no damage spread regardless of array size, and Beam/Missile does no damage whatsoever. This could be associated with damage types for all I know, seeing as:
      • Damage numbers do not appear.
      • EDIT: This is a config issue. Despite being stated in the dev blog to have a bit of acid damage, AcidDamagePercentage for Beam/Cannon is set to zero. Beam/Missile has an unnecessary 'linear="true"' in the tick rate modification attributes, which is preventing the game from parsing the tick rate correctly, resulting in zero damage ticks or some such thing.
      • The new damage type modifier computers (EM effect, Heat effect, Kinetic effect) cannot be linked to from weapons, nor can they link to their respective modules.
    • Missile lock-on tracking is indeed worse than before - coupled with the config changes, this essentially means a 100% miss rate. (Please, for the love of the gods, fix this)
    Also some major config issues:
    • The missile boxes (missile capacity modules or whatever) are extremely ineffective, and seem to require almost no power. A huge blob of them inside my 400-metre cruiser barely bumped the missile count up, from 1 to like 4 missiles, and meanwhile did not require any meaningful amount of power from the reactor. I understand the desire to reduce missile spam somewhat, but if this is anything like the intended behaviour for these, it is highly disappointing, to say the least.
    • There is currently no indication as to what materials are used for the mine layer in its block description... as such, I have no idea how or if it works, or what bugs there might be!
     
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    • can't build mode inside of docked entities.
    • beams do 10x as much damage as cannons.
    • missiles have small fixed damage radiuses without tertiary effects.
    • missile turrets don't use up ammo.
    • firing more missiles than you have capacity for crashes the game.
     
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    AndyP

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    I'm unsure if this is the correct place for this, if so please link me to where we can provide feedback/bugs on the new dev build!

    [...]
    The optimal place to report bugs is here:
    Phabricator Bug Reporting Form

    If you want to keep it simple and clean, fill only the following fields there:
    - Title
    - Description (a short overview of what you expected to happen and what happened in reality, so we can see where exactly the behaviour is wrong)
    - Steps to reproduce

    All other fields are optional, and it would be totally okay to leave them blank/unchanged unless we ask for more details in the report.

    I also noticed most of the mentioned bugs are already reported there, so possibly check back in a few days if they became visible to the public yet.
    If not, just create a new report, we will merge it in case it already existed.

    - Andy
     
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