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Bug Reporting Sticky

A topic by Sisyphean Games created Jan 09, 2025 Views: 2,864 Replies: 182
Viewing posts 41 to 60 of 84 · Next page · Previous page · First page · Last page

Disunion or community studies researched orbital telescope, not sure which one, but now the wonder isn't selectable, nor is orbital telescope.

Developer

Thanks for the report, I'll take a look and get it fixed.

My first bug report since Version 0.4 went live.  (I've been on a Minecraft binge, lately.)

From the patch notes: "When Space Mines are fully depleted they are now automatically replaced with a depleted building. This allows directly replacing them with a new Space Mines building."

Not implemented correctly.  See planet in bottom right.

Developer

Thanks for the report. I think I already found and have this fixed in the next update.

Alpha 0.5.1 is now live.

Game becomes unresponsive after returning to the Main Menu and trying to start a second game.  Reproduction steps are as follows:

1) Load web page.

2) Click "Run Game".

3) Click "New Game".

4) "Terran Remnants" is already selected by default.  Click "Play".

5) Click "Menu".

6) Click "Return to Menu".

7) Click "New Game".

This brings the player to the Faction Select screen, which then fails to respond to any mouse clicks.  The only solution is to reload the web page.

Developer

Yeah, I think I know what the issue probably is here. The menu pauses the game and the faction screen isn't set to run while paused yet. I'll make sure to get that fixed.

All three Local Threat slots are unlocked at start of game.  A slot can go from "No threat detected" to an enemy ship present in the slot in only one turn.  Shooting a Local threat does NOT delay the effects of that Local Threat.  I'm assuming that at least one of these things is a bug.

As it stands, this puts a MASSIVE amount of pressure on the player to focus on Defense to the exclusion of everything else.

Developer

The last update had a lot of changes to the defense system. Enemies no longer spawn with a countdown tied to the slot but instead there is a single timer for the whole system and it spawns in a single new enemy in the first open slot. We also deliberately removed several of the hit to delay effects as it incentivized not killing enemies too much. It sounds like the balance is off though so we might have to lower ship health and/or increase the time it takes for new ships to appear so that there isn't as much pressure to focus on defense.

In the game I was playing when I wrote that comment, the "Tactical Systems" technology was a fourth-column technology.  I only had "Cannon"s to deal with the threats (no "Ammunition Factory" unlocked, yet), so I was getting hit with a significant number of extra Unwellness and Crisis Points.  I managed to win the game once I SLOWLY crawled forward on the technology tree to "Missile Systems" (I think that's the name?  Tier 3 building, 7 Combat Points when played), but it took an hour-and-a-half with a lot of very careful thinking on most turns.

Three enemies that each have 7 to 12 hitpoints and cycle their effects every 3 turns is a lot to deal with when I can, at best, manage an average of 3 Combat Points per turn.  "Tactical Systems" got this up to around 4 or 5 per turn, but it still had me in a minor panic.

Thinking back on it now that I'm calmer, I'm starting to wonder if "kill everything that isn't a Raider and just manage the unwellness" would have been an easier strategy.  :P

First, "Targetting" is misspelled.  It should be "Targeting".  There are 2 Ts, not 3.

Second, I played 1 Cannon and 2 Coordinated Targeting Systems.  I have the Tactical Systems technology.

I expected 9 Combat.  (1 from Cannon, 6 from the Coordinated Targeting Systems modifying the Cannon, and 2 from Tactical Systems.)  Only 3 Combat is shown.

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Unrelated to this screenshot, "Quantom Lab" is misspelled.  It should be "Quantum Lab".

Developer

Fixed the spelling for the next build and I'll take a look at the CTS building and see why that isn't working right.

(1 edit)

Same game as the previous report.  I unlocked the Wellness bonus that let's me play my Capitol planet for free.  The planets that were played the previous turn were: the anomalous planet shown here, the Capitol planet, and one other planet.

The anomalous planet partially blocks clicking the otherwise-functioning planet behind it.

[edit] I played another turn, and the anomalous planet went into the discard pile.  The game seems to have returned to normal functionality. [/edit]

Developer

Huh, weird. I'll definitely have to look into it and see what is going on. I haven't encountered this one myself.

Same game as previous two reports.  The anomalous planet returned to the Discard pile when the turn shown here was ended.

Developer

Hmm, so it kept happening after the first time? Not sure what is causing it but I'll try and find out.

Error tooltip is out-of-date.  It should complain about needing a T3 building, not a T2 building.

Developer

Thanks for pointing it out, I have it fixed now for the next update.

Just before taking this screenshot, I had just added 4 Extractors to the planet on the left.  There are two issues, here, both of which I've circled in red.

1) The strategic resource count for Metal disappeared.

2) The display for the strategic resources on the planet is sticking halfway off the bottom edge of the frame.  Any further down and it would be invisible.

Developer(+1)

Thanks for letting me know, I'll take a look and get these fixed.

Version Alpha 0.5.2

Technology "Crisis Reduction Systems" - "+2 progress to solving each active crisis"

No detectable effect.  What, precisely, is this supposed to do?

Developer(+1)

It's supposed to reduce the remaining time on active crises so they resolve sooner. Basically like adding free points towards resolving them.

Looks like it was supposed to trigger when the turn started but I forgot to connect it. Oops.
I went ahead and just moved it to the end of the turn right before new crises are triggered. Figure it might feel better if it can finish off a crisis in time to save from a loss instead of applying after.

It's now fixed in the next update which should be done soon. Hopefully within the week and it is jam packed with stuff. :)

In my current game, the Command Ship had 3 hitpoints remaining and a technology for adding a build slot was being researched.  The following events happened in rapid succession:

1) I selected two planets to play and ended phase.

2) As soon as the Combat points were collected, I shot the Command Ship boss three times.  Wellness points were being collected at this time.

3) The Science points were collected, finishing the technology and presenting me with the option to add a building slot to a planet.

4) Less then 1 second later, the animation to destroy the Command Ship completed and the game presented me with the option to select a new planet.  I had not yet selected a planet for a new building slot.

5) I selected the new planet.  The option to add a building slot was gone.

Developer(+1)

Ah, yeah I can see what happened. The planet selection panel just gets updated and reused every time there is a call for so when the command ship was killed it just overrode the building slot addition with selecting a new planet. I'll have to do something about that to keep it from happening.

I'm not entirely sure how this happened.  I do remember that I had Extractors on this planet, previously, then decided to change them to Automated Systems.  I wasn't happy with how that turned out, so decided to go back to Extractors again, but I somehow have -2 Metal and the game is telling me that I don't have enough resources.

------------------

This is a little bit later in the same game.  I can't build Assemblers on my new planet because "not enough resources".


-----------------------------

I deliberately delayed winning the game to test this out a bit.  It seems that I could build on other planets, but I couldn't figure out a pattern.

Developer(+1)

My guess would be it was preventing building on any planets with a metal resource while at negative metal. I'll add it to the list and get that fixed. Thanks.

(1 edit)

Tier 3 building "Wormhole Stabalizer" is misspelled.  It should be "Stabilizer"; one letter A and two letters I.

For the crisis "Disunion", the description says "pulling" when it should be "pooling".

Developer

Thanks! I have it fixed in the upcoming update now.

Alpha 0.6.1 is now live.

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Bug 1: Wellness tanks are not visibly filling as they did in the previous public build.

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Feedback 1: The "Research Vessel" option needs clarification.  Is this ONLY granting 3 Science and 3 Exploration for this one time only?

------------------------

Bug 2: "Resource Development" is not applying the effects I expect given the description.  Center planet should have 5 Wellness and 5 Combat (the 1 Science that it does have is inherent to the planet and was already there previously).  Right-of-center planet should have 1 each of Exploration, Wellness, and Combat.

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Feedback 2: Text is inconsistent.  Third option should be "Take Third" instead of "Asteroid 3".

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Feedback 3: In general, I find the new icons for Production, Combat, Wellness, Science, Exploration, Water, Biomass, and Metal to be hard to read.  I far prefer the simpler, previous icons.

Developer(+1)

Thanks for the report! I'll try to get these fixed soon. 

(2 edits)
My capital planet had two moons, each with a building slot.  Those moons are now missing.

I have no idea how this happened.



-----------------------

[EDIT]

AND NOW A TURN OR TWO LATER THEY'RE BACK!  The only new things are that I replaced a Launch Facility with an Asteroid Processing Center and then I got a new Wellness bonus for being able to play my capitol planet for free.


Developer(+1)

Hmm, I'm guessing the moons just didn't emerge like they were suppose to and remained hidden behind the planet. I'll take a look and see if I can find what went wrong.

Blockade behavior has changed in a way that doesn't make sense.

Before shooting the Blockade:


After shooting the Blockade:

Okay, I just figured it out.

The current actual behavior of "Blockade" is that it reduces the number of planet draws per turn by 1 (uncounterable until Blockade is destroyed) AND prevents constructing buildings on the targeted planet (counterable by shooting the Blockade once per turn).

It's worth noting that Blockade does not prevent the targeted planet from being played.

What is the intended behavior, here, please?

Developer(+1)

It should be fixed in the new update I just released. It was meant to no longer reduce card draw and instead just block building on a planet.

Alpha 0.6.2

Bug #1: I found 8 out of the 7 Exploration events in the first region.

---------------

Bug #2: Once the first Wellness bonus is triggered, Unwellness drain continues even if the first Wellness bonus is lost.

Developer(+1)

Thanks for the report. I'll get the first issue fixed. For the second one, it was designed to maintain at least min decay once you trigger the first bonus. I can see how it is a bit unclear though and how it could be annoying if not putting much into the system. I'm considering a few changes to how things work already but it will be a bit before I get to it.

(1 edit)

"Destroyer" - "Destroys all of one type of points"

This took effect when planets were played, not at end of turn as expected.

[edit] Also, the effect isn't clear from the description.  I was under the impression that it would destroy all stockpiled points of a given type rather than the points created that turn from playing planets. [/edit]

Developer(+1)

Thanks for pointing it out. I have the text updated now for the next version to indicate that the it destroys all points of a random type produced that turn. 

Alpha 0.7 is now live.

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I don't know how, but I somehow wound up with an illusory enemy.  It doesn't do anything and I can't shoot it.



This leads to the problem of overlapping enemies, one of which is illusory.

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You can't see it in this screenshot, but on my screen, the mouse cursor was overlapping the word "Ship" in the tooltip, so I couldn't figure out what the tooltip was describing as "disabled".  It might be relevant that I have my operating system's pointer size to be larger than normal; this carries over automatically to the "gauntleted hand" cursor that Cardalaxy uses.

Developer(+1)

Thanks for the report. I'll get both these issues fixed.

Two issues happening simultaneously, here.

First, it seems that when two Local Threats are present, destroying one of them can turn the other Local Threat into an inert illusion.  It won't do anything and the player can't shoot it.  However, the slot can still be occupied by a functioning Local Threat, making the text hard or impossible to read.

Second, with the Beam Splitter upgrade, I had accumulated 5 laser charges prior to the Mothership showing up (I'll explain how later because this is a different bug), so I clicked the Mothership 5 times in rapid succession.  The Cargo Ship went from having +1 hitpoint to -4 hitpoints; it completely skipped zero.

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Separate from the screenshot above, it is possible to play more planets than technically allowed by repeatedly clicking various planets in-hand.

Developer(+1)

Thanks for reporting the issues. I'll get them fixed.

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