Bug Log Post 3/31/17 Update and Server Reset

Discussion in 'Beta Discussion' started by Xeen Dread, Mar 31, 2017.

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  1. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    That is a skill that is going to be more 'complicated' to apply, but once implemented properly it will allow you to transfer that officer group to any ship of the same class as the one destroyed.
  2. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Very very very interesting edge case. Definitely something that I had never detected before. This is a good one for you to create in Jira, sending to Justin for a server-side fix -- presenting it exactly as you have here.
  3. Xeen Dread

    Xeen Dread Active Member


    Same thing also applies to radar scanning as firing arcs. Same hex trace algorithm.
  4. Xeen Dread

    Xeen Dread Active Member

    Bug: Can spend repair points on systems that are not damaged (1-0 and c hotkeys)
  5. Xeen Dread

    Xeen Dread Active Member

    That explains a lot.

    So I can scan something in visible range of 4 and still see it up to 20 on a ship that has a max 20.

    I was wondering why the LOS shader extends so far beyond max scan range though, appearing to reach 20 hexes on all ships (though only a few have that much scan potential).

    Perhaps something I need to investigate further and create a report.
  6. Xeen Dread

    Xeen Dread Active Member

    There are some oddities like what is displayed and when and flickering UI display/zeroing out for a moment (like during repairs), possibly requiring changing power settings to get the UI to update and a couple other little things.

    I'd have to get you a video and pay much more attention to what is happening to really figure it out, but for the most part, it hasn't been too problematic if you understand the system as a whole (What you are doing on the front end and how the back end handles the numbers, even if things aren't displayed properly while giving orders, not a big deal for me after spending a good bit of time learning the system, but other testers and definitely players down the line will get bothered by this). It's one of those things I've just learned to live with and work around instinctively.

    Another one I can remember off the top of my head is that movement points are being DISPLAYED as power decimal conversion to MP always rounded up. But when it comes time for ACTUAL MP during combat, we have our wonderful friend Mr. Truncation going on and the decimal portion of movement is lost, which can be really bad if you are planning things down to every single point in a tactical game.

    So if you have something like a class X that is 12.5 power to 1 movement (took me awhile to figure out that ratio, thought it was somehow 12 or 13 at first...)

    What can happen is if you have say 101 power remaining, it will display a movement point of 9 during allocation. When the combat phase comes around, you have 8 movement points since 12.5 x 8 = 100, the 1 power is wasted. Anything from 101 to 112 will evaluate to 8 movement points and 113 is required to get the 9th (1/2 power point wasted)

    Would be nice if the display was updated to use the modulus function on power remaining to display whole movement points and remaining power insufficient for a MP so that the player knows they can allocate it elsewhere without having to do the numbers in their head. Again, not a problem for me, but regular players would likely benefit greatly.

    The movement point display also does not factor in maneuvering bonus during allocation, so if you have 10 MP, you just have to do basic math and know you will end up with 16 MP in combat phase.
  7. Xeen Dread

    Xeen Dread Active Member

    Hive ships dealing no damage when scoring hits? (The Class VIII)

    They always seem to give 4 xp no matter the hit size and do not appear to be taking damage.
  8. Xeen Dread

    Xeen Dread Active Member

    Position of weapons re-arranged (Colossus hotbar 1-4, sometimes others)
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