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Bug Reporting Sticky

A topic by Sisyphean Games created Jan 09, 2025 Views: 2,795 Replies: 182
Viewing posts 61 to 80 of 84 · Next page · Previous page · First page · Last page

Alpha 0.7.1 is now live.

Weapon upgrade "Fragment Collar" - "1 bonus point on hit".

If multiple charges are accumulated in a single turn and the Major Threat is clicked rapidly, only one bonus point is awarded.  Getting the full effect requires shooting only once at a time, waiting for each bonus point to arrive before firing again.

Developer

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

I got an extra weapon upgrade from planetary shield, but can't confirm it? selecting the upgrade and pressing confirm does nothing, and I can't go the next turn because I need to choose an upgrade.

Developer

Thanks for the report. This should be fixed in the next update.

In this image, somehow the Harvest Drones showed 0 health but had 3. (Also the Cargo Drones were never targetable.)

Here, the citizen's request was impossible since there was no crisis. I'm not sure if this one is a bug, but I was going to make this post anyway, so why not check.

Developer

Thanks for reporting the issues. I've added the first to the list.

The second issue isn't technically a bug but I have been considering if requests should only be offered if they can actually be completed. I'll add it to the list as well.

Hope you have enjoyed the game otherwise.

I don't have a picture, but the wellness ability that removes a planet from the game and gives you resources can be used multiple times by going below then above its threshold.

Developer

Oh, yeah that definitely shouldn't be happening lol. I'll get it fixed. Thanks for letting me know.

The exploration numbers seem to have subtracted the requirements from the previous level.

Also, a second exploration glitch. IIRC the order was I got T2 Isolationism, got Sensor Improvements, then resolved Isolationism. I got up to 30 tiles with 1 cost missions.

Developer

The exploration numbers should be fixed in the upcoming patch. It wasn't properly including the number of events found in the first region. 

For the second issue, hmm, probably an issue with how I'm applying the isolationism effect. I'll get it fixed for the patch.

Thanks for the report!

IDK if glitches are supposed to apply to wonders so I put that in just in case. No buildings are visibly affected by glitches and it seems that only the first turn of glitches actually works. All 4 of these are on the same turn, and I had only unlocked 8 T2 buildings.

Also I think the shield generator's description is just the template.

Developer

Huh, not sure when Glitches broke. I'll have to take a look. Wonders are exempted from the effect since they are single instance buildings.

I'll get the Shield Generator description fixed up as well. 

Thanks for the report.

Version Alpha 0.8.1 is now live.

Incomplete sentence at game start.

Developer(+1)

Thanks for letting me know, I have it fixed for the next update.

Tier 1 has an incomplete sentence.

I do NOT understand what Tiers 2 and 3 are trying to tell me.  Is the number of locked buildings going to increase each turn until I can't build anything at all because they're ALL locked?

Developer (1 edit) (+1)

Yeah, looks like the text got cut off again here. It is supposed to be x buildings are locked each turn. I have it fixed now. Thanks for pointing it out. Each level increases the number of buildings locked. Locks are removed at the end of each turn.

(1 edit)

A technology and a weapon upgrade were completed at the same time.  I don't know if THIS is how you wanted to handle it.

Developer(+1)

Yeah, this one is a bit tricky. I'm planning to try and set something up to put the panels in a queue and only show one at a time so that they don't overlap like that.

Somehow, and I do not know how, I wound up with negative laser points.

Some sort of event logging might be in order.


Developer(+1)

Huh, yeah that definitely should not happen. I'll take a general look around for what could be causing it.

When offering choices like these, it might be worth adding failsafes to make sure that all choices are distinct from each other.  :P


Developer(+1)

Definitely need to add something for that. It's slightly tricky with how the code is currently set up though so I have been focusing on other stuff so far. I'll bump it up the queue. Thanks.

Exploration bug.

As the last event in Region 1, I found an Unknown Ship and was asked what I wanted to do with it.  I chose the option to communicate, which would reveal two tiles in Region 1.  I completely forgot that this was going to be the last event in Region 1, and the game then switched to Region 2 with no revealed tiles.

It was basically a wasted exploration event.

Ideally, what the game should do is reveal however many promised tiles in the next region instead.  However, if this is intended behavior, then the Communicate option should be blocked, leaving only Fight and Trade.

Developer(+1)

I went ahead and changed this to reveal tiles in region 2. The player may get this before they are able to go to region 2 but that way it will be useful no mater how far into region 1 they are.

Somehow, and I do not know how, I managed to get thousands of each kind of points upon firing on Threats.  I was in Mothership phase, with Cargo (I think?), Blockade, and Harvest threats.  Look at the Science, Exploration, and Wellness panels.

The game lagged severely, which was my first clue that something was wrong.  I decided to quickly go to the Science victory before it crashed my browser or something.

Developer(+1)

Oh wow. This is going to be an interesting bug to figure out. Best guess so far is some kind of recursive rewarding of random points. I'll take a look at the code for the boss drones and see if I can find what caused this.

(1 edit)

This happened again in my most recent playthrough.  I think it's some sort of interplay between Combat and Science upgrades.  I had to win the game quickly (in terms of real time) before the game lagged out completely.

I no longer have my choices of upgrades in front of me, but I think the relevant upgrades are as follows:

COMBAT > 2 random points per kill

COMBAT > "Beam Splitter"

COMBAT > -1 Defense needed per laser shot

SCIENCE > Destroying an enemy damages all other enemies (I think the Technology name used the word "Shrapnel", but I forget the entire name)

I was shooting only the Mothership, leaving the second shot from "Beam Splitter" to hit Local Threats.

Based on what was being animated, the points being awarded were arising from a recursive killing of Local Threats.  The Local Threats "died" but weren't actually removed, damaged other Local Threats via Shrapnel, which then "died" (but weren't actually removed), then got "killed" by those other Local Threats via Shrapnel (but wasn't removed), damaged other Local Threats via Shrapnel, AD INFINITUM.

Developer(+1)

Yeah the shrapnel tech is likely the culprit. It's just going back and forth between the drones and re-killing  them over and over again. I'll add in the proper checks to skip damaging and destroying them when they are still repairing.

Not technically a bug, but I'm going to treat it as one:

I only JUST NOW realized that these are buttons that switch between Exploration regions.  This is not obvious.  I only discovered this because I clicked on them by accident while aiming for something else.

Please put a black box behind these things to make them distinguishable from the background, and add the words "Previous Region" and "Next Region".


Developer(+1)

Will do! Thanks for the suggestion.

POSSIBLE SOFTLOCK

The condition for unlocking the next Exploration region uses an == operator instead of a >= operator.

DETAILS:

In my most recent game, I explored enough of Region 1 to unlock Region 2.  I explored part of Region 2, then went back to Region 1 to find all of the events there, then returned to Region 2.

Upon switching my attention back to Region 2, I noticed that my unlock progress to Region 3 was 23/12, as shown in the screenshot, and yet Region 3 was still locked.

I continued the rest of the game looking to achieve a non-Exploration victory with as little additional Exploration progress as possible.  I managed to achieve a Production/Wonder victory with only 1 Exploration tile remaining in Region 1; all other tiles in Region 1 and all tiles in Region 2 were uncovered.

I surmise that (1) the condition for unlocking Region 3 only checks for equality when exploring a tile in Region 2, that (2) the condition for unlocking Region 3 is NOT checked when exploring a tile in Region 1, that (3) exploring a tile in Region 1 nevertheless increments the counter for unlocking Region 3, and that (4) if it had taken me another turn to achieve a victory, then I would have entered a softlock condition where the game would not allow me to end the turn because I have enough Exploration points to send an Exploration mission, but no remaining tiles to send a mission to.



Developer(+1)

Took a look and your guess was spot on. Exploring tiles in region 1 was not doing the check for unlocking region 3 so it was skipping past when exploring tiles in 2 after that. It's fixed for the next update and I'm going to throw in a safety check to prevent softlocking if there are no tiles left to explore as well.

(1 edit)

I didn't think to take a screenshot of this, but the following happened.

1) I Selected two planets and played them.

2) While the points were still being moved around, I went to the exploration grid and clicked on a tile.  An Exploration event asking me to pick a reward came up.

3) While I was looking at that event, Science points finally moved into place and a technology was completed.  The technology announcement appeared BEHIND the Exploration event.  The Exploration event was uninteractable; it didn't respond to mouseclicks.

4) A TINY SLIVER of the button acknowledging the Science completion was sticking out from behind the bottom edge of the Exploration event, so I clicked on that.  The Science announcement closed and the Exploration event display worked normally.

It might be worth putting modal windows into a queue if a modal window is already active.  Also, it might be worth allowing the user to select an option that says "I know how the game works, just move the points instantly once I play my planets, please."

Okay, here's an example of what I'm talking about: 


In this case, I definitely picked the Wellness Bonus "Cooperative Endeavors".  So, uncovering an Exploration tile found an event AND ALSO gave 3 Science that completed a Technology at the same time.

Developer(+1)

Yeah, it's definitely an issue. I'm working on getting a panel queue set up for the next update to solve this.

Some operating systems allow the user to make cursors bigger.  When this happens, the cursor can overlap the tooltip.  The MacOS screenshot command (Shift-Command-3) did NOT render the cursor in this case, so I had to approximate it here to show the problem.



...

I recommend changing this to read "Gives +3 Science when exploring a tile and +3 Exploration when completing a tech."

"when completing a mission" implies that uncovering a tile MUST find an Exploration event (as opposed to empty space) to get the +3 Science.


...

The number of Crisis Points per Crisis seems to alternate between 6 and 8.  Is this intended?

Developer

I'm going to try to offset the tooltip a bit more if I can so it clears the cursor.

Yeah, the text for that wellness bonus needed some updating. Was leftover from when exploration points generated missions instead of just being spent directly. I'll update it.

For the crisis points, yeah right now there is a bit of scaling to it so that the more crises you have active the more points it takes to trigger another. This will be more a bit more clear in the next update as the visual design of the system has been changed to where the points to trigger a crisis are shown in a crisis slot rather than on a bar below.

Maybe put the tooltip tot he upper-right instead of the lower-right.  This would dodge the cursor completely.

Developer

Sure, that seems to work well enough.

In a playthrough several hours ago, this happened:

Overlapping points icons in the modal window AND I somehow have two capitols, here.  :P


Developer (1 edit) (+1)

Huh. I'm guessing the planet selector didn't properly clear the capitol marker when updating the displayed planets. Could be something else though, hard to tell just yet. I'll add the issue to my list and take a look at it after I finish the panel queue.

Edit: Just realized what the other thing you were saying actually was. Looks like there are two sets of planets being displayed which is what is causing the points overlap. So issue isn't with the capitol marker at all, just that the last planets either didn't get cleared or somehow it added a second set of planets when it wasn't supposed to.

Just now, a Wonder Unlock panel appeared.  I accidentally double-clicked the button to acknowledge it; the End Turn button just so happened to be in the same spot, so the second click ended the turn when I did not intend to do this; I lost the excess Production that I would have used to resolve a Crisis that turn.

I request that the "End Turn" button be returned to it's old spot off to the right.

Developer(+1)

If the issue is just accidentally ending the turn then it would be easy to just add a little delay when closing a panel before the end turn button can be pressed. Additionally I'm going to shift the wonder unlock panel up a bit to keep the buttons from overlapping.

The issue is indeed just accidentally ending the turn.  Either of those solutions would also work, yes.

Version Alpha 0.8.2 is now live.

1) In the civilization and faction selection screen, the introductory texts for two of the factions (rebels and core) are cut off at the end.

2) Playing for the rebels, the Crisis system is missing in action.  I haven't tested the other factions, yet.

3) Faction-specific unlock buildings do NOT appear in the Production panel and cannot be built.

Developer(+1)

Just put out a patch to fix the issues. Thanks for pointing them out. The buildings should now be in the production system and the crisis system works again.

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