[BUG LIST] 0.39.1
Posted: Mon Feb 18, 2013 1:38 am
A Compiled list of bugs, updating top post as more bugs are posted in this thread to keep it all together.
Updated 02-22-2013
- Ghost towns, I know this has been addressed but I have not crashed on a quicksave, still recieved a ghost town.
- Commanding a squadie to close a gate you built causes the gate to be automatically "locked".
- Workers who are on the stone processors (unknown of other possibility for other buildings) will stop working and run to any gate in your outpost to unlock it.
- Unit pathfinding is awkward when it comes to building a wall, they either will sometimes stay on the innerside or run all the way around to the outside, instead of running straight to it (or even standing next to it.)
- Pathfinding when exiting your outpost with 2 gates, for some reason units wanting to leave the outpost only through the last built gate if first gate is not opened. Click Here For more detailed information and experiences.
- Unable to repair a damaged gate.
- Unable to "connect" the final pieces of a wall to the last side of a gate, have to tweak it to build literally "inside" the gate's wall, as the basic wall will not snap onto a gate.
- Gates are almost considered like walls when building, you can drag out gates to create multiple in one sitting just like a wall. (I don't believe this is intended.)
- Unable to build a lower tech item, such as "basic Wall" when already researched "Defensive Wall". (Request: Have a better looking UI for the build menu?)
- When already having a basic wall laid out on the field, but have NO building materials and 0 condition on it, if you research defensive wall before starting to add material to the basic wall, you can click on the basic wall and than click Upgrade to defensive wall. Doing so will result in 1 material added and 50 condition points added as well.
- Commanding more than 1 unit who both contain building materials to build a structure (after layout has been placed) will result in one of the units to lose the build material they place, ONLY IF they both placed the building material down at the same time.
- Stone Processor: All workers run to retrieve stones; Should modify that the amount of units that go to get stone depends on inventory space, the one who can carry the max (5) needed for the processor should be the only one to move, while the others wait. (or maybe some way to have a manage where one will leave to get more stone if they are working on processing the last stone to keep the process moving at all times?)
- Issue with the front gates being closed and unlocked, somehow all units and bandits were able to proceed through the door. opening and closing the gate fixed this.
- Some items (Armor, weapons, ect) contain a black background image, instead of being transparent. (It's nice to see what blocks are being taken up in the backpack, but would be better if when you pick up an item and have it selected, only than does it show what blocks are occupied so you can arrange items around. Rotation of items would also be nice.)
- Suggestion: have Storage unit buildings that can be built, just a simple square building small/med/large (4x4/7x7/9x9) to place storage crates in and a possibility of having storage crates stacked on top of one another, say 3 high? (maybe even make it where it combines as '1 crate' but the space and look of 3 crates combined.)
- Names over units laying in bed are offset to the right, in crafted bed AFAIK.
- Pathfinding to the trader in starter town, brink, Is weird, units follow the wall along mountain side.
- when game speed is at its fastest, I've noticed faction NPC that are traveling will eventually glitch out and be stuck in the same place they are standing just twitching around.
- when a unit is carrying another, when they last another unit in the bed they just stand up, but are still acting as though they are in bed.
- After a unit is fully rested in bed, they will stand up, but still act as though they are in bed. When order to move, the animation of them getting out of bed is played even though they were just standing next to the bed.
- When deconstructing an item, the game will pause than freeze for 30s+ before it returns back to normal at any game speed. (Would like to see if anyone else has this issue as well)
- The faction UI menu is kinda screwy, shows red bars and green bars at same time when doing a good action towards a faction.
- After doing a positive action towards a faction, they will HIGHLY like you and it will eventually drop down to a normal amount. Example: Traders = 0. Knock a trader unconcious = -42, heal trader = 42, than drops down to 1 or 2 over time.
- Even though you have a positive relationship, the bar is still red, not green.
- When placing an item into you inventory, it will be placed in any inventory window which is on the bottom. (Bags are not affected, items will not be placed in a bag if it is under an inventory window, only the bottom most inventory window will the item be added to if they overlay one another.)
- Unable to build any outposts from previous releases.
Reported by ProRt
- After dismantling a Rum Still the "footprint" is still there blocking unit movement
- Shop counters have two loot options and no operate.
Reported by killerx243
- The second trader building in Catan (The dead cat's town built on the mesa's) cannot be entered. Units will run along the buildings wall but cannot enter the door. You can tell there is a trader inside by hovering the cursor inside until the speech bubble icon appears. By r-clicking the icon you can tell it is a trader inside. Shop guards are also stuck outside the building.
- Cannot repair door on my large outpost.
- After deconstructing an item, doors in the area close if they are open and repair themselves.
- if you deconstruct a wall that is not yet built the area is still impassable until the game is restarted.
- The doors that cannot be repaired seem to get repaired to 100% when the area reloads, like when building something and the game freezes for a second and every building goes away and flashes back.
Reported by Advint
- Started a game with the two conscripted buddies. On every load the two main characters you start with will be back to having been hurt and bandaged, with the second guy unconscious just like the start of the game.
- Many of the traders (If they aren't stuck in the floor) inventories will be accessible, such as their backpacks and their equipment. I.e. no trade menu. Often times this happens with the backpack traders and the hat traders.
- Tech I walls are funky at times, and will often have "holes" in them, where at the joints typically people are able to run through them. And after loading I've had one simply be invisible, during which people can run through these "holes."
- If your outpost is near a town and the gate is closed the guards from the town will run over and open it. And if it locks they will break the gate.
- Inability to place objects close to the walls on a house. (Possible bug, if not, a little annoying to many.)
- Traders stacking on top of counters and bunching up with guards, especially in Catan.
- The police station in Brink is a Trade building? Has the police chief, but no cages, and is set up like the average outpost type trade building.
Reported by Fingalights
- So I've been having a problem with all my characters being locked in my outpost. I made one in .33 with a small shack for storage and then I downloaded .39.. all was fine except some of my characters couldn't exit the outpost. So I loaded up a new game and went to my old outpost and all was fine Until someone had to rest in bed. After they rest in bed they become stuck in that outpost. Every time they go out the door, they disappear under the building and become stuck. So I send them back. Now my whole crew is like that.
Updated 02-22-2013
- Ghost towns, I know this has been addressed but I have not crashed on a quicksave, still recieved a ghost town.
- Commanding a squadie to close a gate you built causes the gate to be automatically "locked".
- Workers who are on the stone processors (unknown of other possibility for other buildings) will stop working and run to any gate in your outpost to unlock it.
- Unit pathfinding is awkward when it comes to building a wall, they either will sometimes stay on the innerside or run all the way around to the outside, instead of running straight to it (or even standing next to it.)
- Pathfinding when exiting your outpost with 2 gates, for some reason units wanting to leave the outpost only through the last built gate if first gate is not opened. Click Here For more detailed information and experiences.
- Unable to repair a damaged gate.
- Unable to "connect" the final pieces of a wall to the last side of a gate, have to tweak it to build literally "inside" the gate's wall, as the basic wall will not snap onto a gate.
- Gates are almost considered like walls when building, you can drag out gates to create multiple in one sitting just like a wall. (I don't believe this is intended.)
- Unable to build a lower tech item, such as "basic Wall" when already researched "Defensive Wall". (Request: Have a better looking UI for the build menu?)
- When already having a basic wall laid out on the field, but have NO building materials and 0 condition on it, if you research defensive wall before starting to add material to the basic wall, you can click on the basic wall and than click Upgrade to defensive wall. Doing so will result in 1 material added and 50 condition points added as well.
- Commanding more than 1 unit who both contain building materials to build a structure (after layout has been placed) will result in one of the units to lose the build material they place, ONLY IF they both placed the building material down at the same time.
- Stone Processor: All workers run to retrieve stones; Should modify that the amount of units that go to get stone depends on inventory space, the one who can carry the max (5) needed for the processor should be the only one to move, while the others wait. (or maybe some way to have a manage where one will leave to get more stone if they are working on processing the last stone to keep the process moving at all times?)
- Issue with the front gates being closed and unlocked, somehow all units and bandits were able to proceed through the door. opening and closing the gate fixed this.
- Some items (Armor, weapons, ect) contain a black background image, instead of being transparent. (It's nice to see what blocks are being taken up in the backpack, but would be better if when you pick up an item and have it selected, only than does it show what blocks are occupied so you can arrange items around. Rotation of items would also be nice.)
- Suggestion: have Storage unit buildings that can be built, just a simple square building small/med/large (4x4/7x7/9x9) to place storage crates in and a possibility of having storage crates stacked on top of one another, say 3 high? (maybe even make it where it combines as '1 crate' but the space and look of 3 crates combined.)
- Names over units laying in bed are offset to the right, in crafted bed AFAIK.
- Pathfinding to the trader in starter town, brink, Is weird, units follow the wall along mountain side.
- when game speed is at its fastest, I've noticed faction NPC that are traveling will eventually glitch out and be stuck in the same place they are standing just twitching around.
- when a unit is carrying another, when they last another unit in the bed they just stand up, but are still acting as though they are in bed.
- After a unit is fully rested in bed, they will stand up, but still act as though they are in bed. When order to move, the animation of them getting out of bed is played even though they were just standing next to the bed.
- When deconstructing an item, the game will pause than freeze for 30s+ before it returns back to normal at any game speed. (Would like to see if anyone else has this issue as well)
- The faction UI menu is kinda screwy, shows red bars and green bars at same time when doing a good action towards a faction.
- After doing a positive action towards a faction, they will HIGHLY like you and it will eventually drop down to a normal amount. Example: Traders = 0. Knock a trader unconcious = -42, heal trader = 42, than drops down to 1 or 2 over time.
- Even though you have a positive relationship, the bar is still red, not green.
- When placing an item into you inventory, it will be placed in any inventory window which is on the bottom. (Bags are not affected, items will not be placed in a bag if it is under an inventory window, only the bottom most inventory window will the item be added to if they overlay one another.)
- Unable to build any outposts from previous releases.
Reported by ProRt
- After dismantling a Rum Still the "footprint" is still there blocking unit movement
- Shop counters have two loot options and no operate.
Reported by killerx243
- The second trader building in Catan (The dead cat's town built on the mesa's) cannot be entered. Units will run along the buildings wall but cannot enter the door. You can tell there is a trader inside by hovering the cursor inside until the speech bubble icon appears. By r-clicking the icon you can tell it is a trader inside. Shop guards are also stuck outside the building.
- Cannot repair door on my large outpost.
- After deconstructing an item, doors in the area close if they are open and repair themselves.
- if you deconstruct a wall that is not yet built the area is still impassable until the game is restarted.
- The doors that cannot be repaired seem to get repaired to 100% when the area reloads, like when building something and the game freezes for a second and every building goes away and flashes back.
Reported by Advint
- Started a game with the two conscripted buddies. On every load the two main characters you start with will be back to having been hurt and bandaged, with the second guy unconscious just like the start of the game.
- Many of the traders (If they aren't stuck in the floor) inventories will be accessible, such as their backpacks and their equipment. I.e. no trade menu. Often times this happens with the backpack traders and the hat traders.
- Tech I walls are funky at times, and will often have "holes" in them, where at the joints typically people are able to run through them. And after loading I've had one simply be invisible, during which people can run through these "holes."
- If your outpost is near a town and the gate is closed the guards from the town will run over and open it. And if it locks they will break the gate.
- Inability to place objects close to the walls on a house. (Possible bug, if not, a little annoying to many.)
- Traders stacking on top of counters and bunching up with guards, especially in Catan.
- The police station in Brink is a Trade building? Has the police chief, but no cages, and is set up like the average outpost type trade building.
Reported by Fingalights
- So I've been having a problem with all my characters being locked in my outpost. I made one in .33 with a small shack for storage and then I downloaded .39.. all was fine except some of my characters couldn't exit the outpost. So I loaded up a new game and went to my old outpost and all was fine Until someone had to rest in bed. After they rest in bed they become stuck in that outpost. Every time they go out the door, they disappear under the building and become stuck. So I send them back. Now my whole crew is like that.