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Bug Reporting Sticky

A topic by Sisyphean Games created Jan 09, 2025 Views: 2,873 Replies: 182
Viewing posts 21 to 40 of 84 · Next page · Previous page · First page · Last page

Blockage still broken, still cannot build on planets it returns.

New build now also broke Pirates - after the first time it returns the stolen production, on all future turns it only steals production never returns any.

Developer

Thanks for the report. I think I found the problems and have both these issues fixed in the update I just put out, 0.2.1a

(1 edit)

Version Alpha 0.2.1

There are two issues, here.

1) Obviously, the graphical glitch.  "Wishlist Now!" overlaps the victory text.

2) One of the wonders seems to be unlocked by earning 50 Wellness.  I assume that this is supposed to be a total gross gain of 50 Wellness (not counting the 1 to 5 Wellness decay per turn), but the Wonder is only unlocking at 50 net Wellness accumulated.  This makes whichever Wonder it is completely pointless because by the time the player unlocks it, the player has already won the game.

I withdraw issue #2.  I just unlocked the Arcology in a different playthrough.


Developer

Thanks for the report. I'll get those both fixed in the next patch.

Be aware that I just withdrew Issue #2.  Feel free to take a closer look at it, anyway, but it's possible that my initial report was wrong.

(1 edit)

Alpha 0.2.1

First boss name is "Enemy Name" instead of "Scout Squadron".

Developer(+1)

Thanks, I'll get it fixed.

I gained a point of Exploration from playing planets this turn, but I cannot spend that point on the current Crisis.  Only Exploration points that were available at the start of turn can be used to resolve the crisis.

Developer(+1)

Added it to the list.

Two issues, here:

First, the icons aren't parsing correctly, for some reason.

Second, Exploration missions require a lot of points to accumulate.  This paltry payout is, objectively and factually, a waste of the effort: I get fewer points back from this event than I put into launching the mission, even if I were to accept the penalty of 5 Crisis Points.  It is only slightly better than if an Exploration event said "You found nothing at all and came back empty-handed."  It MIGHT be justifiable if it were giving me 12 points of storable Production because of how Production works.

Developer(+1)

Adding it to the list.

Yeah, exploration is a system that needs some rework as well. We are going to take a look and figure out a way to make it more impactful and useful than it currently is.

1) On the Refugee event, the buttons "Some" and "All" are not clickable.  I suspect it's because I don't have enough free slots for the refugee camps, but I don't know for sure.  Only "None" was clickable.

2) Images are not parsing correctly, as per the last bug report.

3) This event may need to be redesigned entirely.  I usually build Assemblers into free slots extremely soon after I get new planets.

Developer(+1)

Thanks for the report. I added this to the list. I'll have the tooltips fixed and include info on why the options are disabled if they are unavailable. It is as you said that you don't have enough free spots. It checks and disables the buttons if you don't.

As for redesigning the event that will probably happen when we change how the exploration system works.

The two options, here, highlighted when I moused over them.  However, the explanatory tooltips didn't appear and neither option responded to being clicked.

The workaround was to click "Menu" in the upper left, then resume the game.  Then I clicked "Subsidies (T2)" and the game continued normally.

In case it's relevant, the "Apply Tech" that's mostly obscured is in regards to "Tactical Systems", add 2 Combat when planets are already producing Combat.

Developer(+1)

Ah, yeah I'm pretty sure I know what happened. I'll get it fixed for the next update.

(+1)
I am able to research the first extra building slot again. In the order of research I got, Space Mines, Tactical Systems, First Extra Building Slot, Launch Facility, Sensor Improvements then General Improvements.  As proof I already researched the first extra building slot,  I have 5 buildings on the capital.
Developer(+1)

Thanks for the report. I believe I found the issue and have it fixed for the next patch.

The mouseover tooltip is hard to read, here.  It might be better to just make this panel bigger and fit the description directly into the button.

(By the way, be advised that I've added a profile image to my account, recently.  I mention this only so that you'll still recognize me from me earlier posts.)

Developer

I updated the look of the tooltips so this should be fixed in the next update. I'll probably be changing the whole rewards selection panel once I get around to it.

Note the Exploration panel in this screenshot.

In this turn, I played two Biomass planets that each had 3 Orbital Telescopes and a little bit of Science, resulting in 30 Exploration points.  This was so many Exploration points that it should have made two additional Missions available simultaneously, but it only gave me one additional mission, with Next Mission Progress being 24/19.

Developer(+1)

Added it to the list. Thanks.

Wishlist button overlaps the victory text.

Developer(+1)

This is fixed in the next update. Thanks.

Alpha 0.3 is now live.

Crisis "Disunion" has no effect.

Wellness bonus "Tier 2 buildings cost 1 less production" is not working.  Bonus requires 3 Wellness in order to be active; I have 5 Wellness.

Arcology gives nothing, apparently.

Developer (1 edit) (+1)

Drat. I guess something must have gotten messed up when I changes the engine version. Seems like some references might have broken and caused the three issues you posted. I'll take a look and get it fixed up.

(1 edit)

The preview of the planet is missing.  Is this intentional?

[edit] Technology completed.  No planet was added to empire. [/edit]

Developer

Thanks for the report. Missed this when fixing the broken references.

A 7-slot planet (with 1 inherent Wellness on that planet) was just added to my empire by a Wellness milestone.  While reviewing the Discard pile, I noticed that the planet was not being rendered correctly.  (Look in-between the center and right planets in this screenshot.)

Developer(+1)

Huh, definitely not displaying correctly. I'll look into it. Thanks.

(+1)

The game didn't end.

Developer(+1)

Thanks for the report. I found the issue and will have it fixed in the next update.

Wonder "Planetary Shield" read, in part "Does 1 Combat to each ship".  Has no apparent effect on "Blockade" boss.  Is this intentional?

If intentional, then the description should be changed to "Does 1 Combat to each Local Threat (but not Major Threats)."

Developer(+1)

It should hit the bosses as well. I'll take a look and see what is going on. Thanks.

This appears about a second or two after the explanation on Crises, so the player doesn't have enough time to read the explanation on Crises.

I recommend either...
1) ...combining both explanations into one panel (you have screen space for it on browser, not sure on mobile), or...

2) ...delaying the combat/defense threats by one turn, or...

3) ...queuing tutorial panels like this so that the next one appears after the previous is dismissed.


Developer(+1)

Yeah I agree that something needs to be done. Thanks for the suggestions on it. I'm probably going to delay the defense system from showing up for another turn so do something similar.

Wellness bonus "On turns where an enemy ship has been destroyed no crisis points are generated at the end of the turn."

I am currently facing against the Mothership.  I destroyed a Local Threat, but gained 1 Crisis point at the end of the turn; 0 Crisis points were expected.

If this is intended behavior, then the description is wrong and should instead read "On turns where an enemy ship has been destroyed no crisis points are generated BECAUSE OF the end of the turn."  I would also add "Crisis points from other sources still apply.", but this may make the tooltip a bit large.

Developer(+1)

Thanks for the report! The bonus is indeed broken at the moment. We are actually going to change it in the next patch to instead decrease crisis points by x when defeating an enemy ship so that will fix the problem.

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