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MO 3.3 // Game Bugs


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#981 Handepsilon

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Posted 21 July 2018 - 05:45 AM

Already known, already whined about 1000 times, already tried to be fixed at the same amount. Let's just hope next patch wi fix the AI for real

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#982 Carpotum

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Posted 21 July 2018 - 06:50 AM

Yeah, I realized I wasn't alone when I looked at the comments on that video. For others though, does it manifest earlier on? I had minimal issue until that part.



#983 Divine

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Posted 21 July 2018 - 11:47 AM

It would be really nice to have an official bug tracker of some sort, and SQL database would work.

 

Each bug should have the following parameters:

ID: self-explanatory

Type: eg: cliff error, AI bug, unit bug

Affected unit(s): self-explanatory

Affected map(s): self-explanatory

Status: known / fixed in version X / will be fixed in version X / cannot be fixed 

 

Such a database would be very useful. I assume that the Mentalmesiter team has something like this internally, but if not, then making it would help them track bugs, and it would also help the player base. If bugs could be searched by their affected units, maps and type multiple reports of the same bug could be avoided, while at the same time the status information would keep us informed.


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#984 PACER

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Posted 21 July 2018 - 01:53 PM

It would be really nice to have an official bug tracker of some sort, and SQL database would work.

 

Each bug should have the following parameters:

ID: self-explanatory

Type: eg: cliff error, AI bug, unit bug

Affected unit(s): self-explanatory

Affected map(s): self-explanatory

Status: known / fixed in version X / will be fixed in version X / cannot be fixed 

 

Such a database would be very useful. I assume that the Mentalmesiter team has something like this internally, but if not, then making it would help them track bugs, and it would also help the player base. If bugs could be searched by their affected units, maps and type multiple reports of the same bug could be avoided, while at the same time the status information would keep us informed.

 

IIRC there's a log about all the bugs on googledoc at least before 3.3.2.

 

btw It'll be nice to put the changelogs on github, so that one no longer need to check the page regularly for merely one line of changes


Edited by PACER, 21 July 2018 - 01:54 PM.

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#985 Handepsilon

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Posted 22 July 2018 - 11:45 PM

Aye, remembered one in 3.0 times. Wonder where it went

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#986 Carpotum

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Posted 23 July 2018 - 03:57 AM

I've come across what seems like an abnormal bit of AI in Singularity.

Early on, you'll encounter an ore field with a damaged tesla coil being powered by 3 tesla troops just north of it. The ore field is patrolled by a veteran borillo, a regular half-track, a war miner, and two veteran conscripts standing by the tesla coil. Early on, I killed one of the tesla troopers but left another alone because it seemed to trigger the conscripts to flee and alert, and it was next to impossible to catch them, so I left it as it was. I come back later after destroying the airfield, and no matter what, killing it always triggers the conscripts. After the first encounter in the beginning, it seemed to move to the right by the cliff edge and stay there. I thought it was too close and that was why it triggered the conscripts, so I had it follow me a ways away.

It made no difference. No matter how far it followed me, even near the entrance to the road, killing it will trigger the conscripts. There is no other non-veteran unit I've encountered in this mission that will trigger veteran units into alert status unless you're close to them. While I was able to get past this by killing the first conscript with the Virus and the second with Malver, this part just really doesn't seem right.

Also, watching the playthrough of this mission, I noticed that after destroying the airbase, the ability for NK to send alerts is deleted. That hasn't happened for me. Directly engaging any veteran unit or killing other units in their immediate vicinity still triggers an alert. Even mind-controlling a solitary veteran unit with nothing else nearby- that really doesn't make sense.

Was the "no more alerts after destroying the airbase" removed since that video was posted?
 

UPDATE: Nevermind. It was because I didn't destroy the Field Bureau. I lost track of it because the location was never revealed on the minimap, and was only periodically indicated by purple squares, so I overlooked it. I reloaded back and didn't see it as a big deal because I could just use a barillo to get back to where I last was, right outside the Allied airfield, where I got an indication something was off because I saw seriously no way of destroying it with the sniper and prism tower, and I was wondering how I could easily get back to the Field Bureau.

I've run into another issue though where I might have to reload again. When I sent a Qilin Tank to destroy the field bureau, the sandbags surrounding the sentry turret by the broken bridge got destroyed. Now I can't sent the psicorps safely back. Even after killing the Tesla Trooper by the coil, it wasn't enough to reduce the range of it.

 

I have to say the mission seems altogether more interesting and properly challenging how I did it before I realized I overlooked the field bureau- crossing the border with just the main 3 units and a single Ivan. On the other hand, the thing with the sandbags is a joke.


Edited by Carpotum, 23 July 2018 - 04:46 AM.


#987 UNSC THE CHILL OF WAR

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Posted 31 July 2018 - 08:45 PM

I found out that if you shoot an air unit with more than 20 oxidizers, the air unit become invincible (so long as the oxidizers are still shooting it). When some of the oxidizers stop shooting (less than 20) the aircraft will be vulnerable again.

I tested this by have 24 oxidizers shoot a basilisk, and having irkalla,libra,colossi,archers, gat tanks,gehnna platforms all shooting at the basilisk, which should definitely have destroyed it.

#988 PACER

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Posted 01 August 2018 - 12:53 AM

I found out that if you shoot an air unit with more than 20 oxidizers, the air unit become invincible (so long as the oxidizers are still shooting it). When some of the oxidizers stop shooting (less than 20) the aircraft will be vulnerable again.

I tested this by have 24 oxidizers shoot a basilisk, and having irkalla,libra,colossi,archers, gat tanks,gehnna platforms all shooting at the basilisk, which should definitely have destroyed it.

 

Could you specify the map and gamemode used? I tried in Action Reaction with 24 Oxis, both Patriot and GatTank insta-killed the Basilisk.


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#989 UNSC THE CHILL OF WAR

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Posted 01 August 2018 - 07:47 AM

It was tech share game mode but the map was Carvers x10 mode map (which uses the same map as wheel of death(the desert one))
It might have been the map, im not sure now

#990 Nox667

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Posted 01 August 2018 - 08:49 AM

Given how that map massively messes with the units stats, i'd say its a bad idea to base any reports on it


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#991 Handepsilon

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Posted 01 August 2018 - 09:56 AM

^

Carver's x10 map also modifies the overall stats of the Scorpion Cell units outside price. Eg. : Tyrants are much more fragile


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#992 UNSC THE CHILL OF WAR

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Posted 01 August 2018 - 11:29 AM

Yeah, i know
I should tested it on a proper map
Sorry guys

#993 Opus Custom Tank

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Posted 04 August 2018 - 07:08 PM

Machinehead totaly a bug best. When Libra has come for destroy the Siege Crawler with her gravity field but 13 hours later Centruin's shiel shut down itself. I destroy it with Libras darts and this is nothing.

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#994 Handepsilon

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Posted 05 August 2018 - 01:52 PM

How did you even spend 13 hours for that one mission...?

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#995 Terminal Velocity

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Posted 05 August 2018 - 02:17 PM

How did you even spend 13 hours for that one mission...?

Yeah, and I thought I'm crazy for spending like 3.5 hours on it looking for bugs and stuff.

Not sure if it was reported,but if you won't destroy all hammers near the tunnel you will skip the cutscene with Yunru hacking into your radar, meaning that the map view won't be resized. Then you can just destroy the Centy with Foxtrots and nothing happens.


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#996 Opus Custom Tank

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Posted 05 August 2018 - 10:14 PM

How did you even spend 13 hours for that one mission...?



Just tried fill all cells with infantry...

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#997 Handepsilon

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Posted 06 August 2018 - 01:00 AM

I'm sure whoever designed the map didn't have the scenario where the player sitting literally half a day playing on his map in mind, so he decided to ramp up the Iron Curtain's duration to last for an extremely long time.

I'm not even sure if infinity duration is even possible, though you can always go with pseudo Iron Guard off map that applies the Iron Curtain again, but seriously, who else would think of spending literally 13 hours for one mission?

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#998 Burl@st

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Posted 06 August 2018 - 12:41 PM

Latin Confederation's Fury Drones often misses their target.



#999 OfficialLolicon

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Posted 06 August 2018 - 03:37 PM

Latin Confederation's Fury Drones often misses their target.


I'm prett sure that's not a bug...
It misses if the target is really fast tho

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#1000 Burl@st

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Posted 07 August 2018 - 12:14 PM

 

Latin Confederation's Fury Drones often misses their target.


I'm prett sure that's not a bug...
It misses if the target is really fast tho

 

Even if the target just doesn't move.






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