Grid Sage Forums

Grid Sage Forums

  • October 31, 2024, 07:02:59 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Author Topic: Bugs already fixed for the next release...  (Read 5124 times)

Kyzrati

  • Administrator
  • True Cogmind
  • *****
  • Posts: 4459
    • View Profile
    • Cogmind
Bugs already fixed for the next release...
« on: October 11, 2019, 08:09:00 PM »

To avoid double reporting of bugs, here's an official list of the bugs I've already addressed for the next release, some of which may have a thread here on the forums, some of which were likely reported elsewhere, and possibly some I uncovered myself while working on the game.

See below (presented as an excerpt of the in-dev changelog):
* FIX: New ratio example in ITN effect description used incorrect formula [R-26 Lightspeed]
* FIX: Surgeons would repair permanently broken allies [R-26 Lightspeed]
* FIX: Hacking Ranger analysis would also give DRS Ranger analysis, even though no such analysis exists [R-26 Lightspeed]
* FIX: Watchers did not show visualization on alerting a nearby ARC outside FOV [R-26 Lightspeed]
* FIX: Hovering over map comments that would left orient due to extending beyond right edge of map view mispositioned them for one frame [R-26 Lightspeed]
* FIX: Info page for currently inactive robots could still display (Transmission) in CInfo [R-26 Lightspeed]
* FIX: Scan window listed known Emergency Access doors as Wall [R-26 Lightspeed]
* FIX: Some known branch entrances may appear as stairs instead of doors under certain circumstances [R-26 Lightspeed, Mr Goldstein, RNGesus]
* FIX: Controllable allies list did not update immediately under a specific FOV change scenario [R-26 Lightspeed, N.W.L.]
* FIX: Remote shields might work through closed heavy doors at certain angles [N.W.L.]
* FIX: AI hostile to 0b10 inside Garrison was unable to finish approaching Hunter known to be in a phase wall outside LOS while known to Hunter [N.W.L.]
* FIX: Crash if multiple non-full Junk Cannons attempted to consume same item [MitchellFJN]
* FIX: [RPGLIKE mode] Cobbler Unit effect was blocked in RPGLIKE mode rather than Pay2Buy [MitchellFJN]
* FIX: Joining UFD then hitting a Garrison caused two simultaneous major NPC dialogues in a later base [MitchellFJN]
* FIX: New special item teleportation effect could trigger while in Recycler inventory [MitchellFJN]
* FIX: Allies would shoot otherwise permanently rewireable 0b10 combat bots in some areas [CaptainWinky]
* FIX: Crash on successfully prematurely reactivating disrupted controllable adjacent ally via bumping or melee Datajack [CaptainWinky]
* FIX: Immediate misfires due to attaching corrupted weapon could apply to those that cannot be misfired [Hermelin]
* FIX: Tech Extrapolator provided schematic for Structural Scanner instead of DSS [Hermelin]
* FIX: Replica Nuclear Reactor colored as explosive in audio log despite not having explosive properties [Maiker]
* FIX: Incomplete Asb. Focal Cannon could attempt to misfire due to system corruption [syanka_creature]
* FIX: Influence for off-turn spotting still applied even if Cogmind visible on AI's next turn, especially relevant when fighting Sentries [DDarkray]
* FIX: Main interface still active during imprinting process [Pimski]
* FIX: New special weapon was unintentionally capable of earning "Sunderer" achievement [UberDoot]
* FIX: New Plasma Cutter machine dismantling ability left explosive machines exposive if indirectly destabilized [Darby]
* FIX: Certain loadout-modifying operations could cause display issues if carried out while unsorted parts in process of being sorted [polar]
* FIX: Crash on restarting a new run after a certain extended win (w7) achieved through unusual circumstances [aoemica]
* FIX: Typo [Cherman0]
* FIX: Not all overload-modified values on part info page were maked by *, including weapon and power source energy/heat, and propulsion resources
* FIX: Properly stop the potential infinite typing sound at Terminals under conditions such as retrieving a manifest longer than the output display area
* FIX: Addressed several situations where it might be possible to display the left half of an inventory item tile twice instead of the entire tile
* FIX: Projectile spread area visualization no longer contains occasional holes at certain angles and distances
« Last Edit: October 17, 2024, 11:24:00 PM by Kyzrati »
Logged
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon