Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Bug Reporting Sticky

A topic by Sisyphean Games created Jan 09, 2025 Views: 2,843 Replies: 182
Viewing posts 25 to 44 of 84 · Next page · Previous page · First page · Last page

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.

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

Viewing posts 25 to 44 of 84 · Next page · Previous page · First page · Last page