A bag of glitches, R203

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A bag of glitches, R203

Postby Justaround » Sun 17. Sep 2017, 17:53

This post was initially only about a single one or two bugs related to captain details generation but since I've stumbled upon a few more and decided there's no point to make new threads for each of them, I'll post them here, together with observations made thorough my playthrough from beginning to end. Hopefully that won't be an issue - but if it makes a mess of the thing, do tell me for future reference.

Spoilers were unavoidable in describing some of the bugs in a way that would make understanding what went down easy. Reader's discretion is advised.

First, aA tiny and annoying bug, especially for people who model crewmen for particular dimensions (be it for stream or just immersion) - no matter what I set when creating a new game and setting captain details, after buying perks and entering the game proper, the stats are reset and often leading to some heavy, yet only slightly over 1 meter tall dwarf of a captain, even when the captain detail screen before beginning of said games seemed to save the dimensions correctly.

Also in said screens, the game forcibly adjusts one's weight when the height is specified as well as goes crazy should one would want to make, say, over two meters tall character. I even had situations where my captain became a gravity defying creature, at the height of around 1 centimeter and -14 (yes, negative) or so kilograms of weight.

Apparently changing weight affects the height and as long as I don't try to manually change that height, the character comes out normal.

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When manually changing the name of the captain before starting playing, one's prompted to choose a gender. Said gender has to be chosen twice before the game registers it (as in, the first time you press the key nothing happens).

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During recruitment at a bar, I had situations where every potential recruit shown the same height/weight and age, which was creepy even if we'll consider existence of cloning technology (which still seems to be something unavailable easily to modern spacefaring races and merely something one can find as per one special planet scenario).

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My gyro jet rifles do not sell. Mudd's refuses to even price one, NPCs in casino when asking to buy a gun don't seem to accept it despite it being available for sale, filling the requirements and even being priced. Other items, including other guns sell just alright (though the fact that after selling of whole stack I am kicked into main shop's menu is bothersome). Black Market accepts them reliably in bulk, though.

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On pirate base planet (the one with the boss), I've noticed items randomly just coming into existence in one place on the map. Pirates running around aren't hostile and seem to hold none of these items unless stumbling into one of these materializing themselves piles.

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Sometimes, randomly, planets where animals fight spawn corpses of (empty space). They just lie around like regular ones but cannot be butchered for biodata. I understand a save would be useful for this one, likely - next time it'll happen again, I'll try to provide one if it cannot be reproduced easily.

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Zoo on the alien world, or rather station in the area accessible through space lift from the surface, bought all my stasis fields rather than just creatures contained within, unlike how it was in case of zoo on the planet with modified beacon.

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I am not sure how well it can be reproduced but there was a very weird glitch on the planet with Burrowers. Whenever a Burrower appeared, all tiles in radius of about 5 from it started randomly changing into different landscape ones. Now I cannot finish the quest because in the place of city's centre there's now empty square and there's exotic forests growing in the area. Pic related:
landshift.png
Similar bugs were reported in the past by others it seems. Either way, annoying and a way to mess up whole special location (nothing to do with all those egg clutches now).
landshift.png (206.56 KiB) Viewed 846 times


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Security terminals supposedly displaying map of the whole complex of robot bases don't. Or rather, they require one to leave the area and return for fog of war to dissipate.

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Several levels down from the planet surface I've stumbled upon creatures which, when inspected or drugged and put in cage, crash the game. Log and save sent. The bug seems to be happening more common when one's deep underground though it may be coincidence.

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On the planet with automatic AA cannon that shoots the ship down (speaking of which, there should be more than one roll to avoid this as I am sure my shields could withstand more than a couple of disintegrator shots), said ship crashlanded on the tile occupied by a wreck of some other vessel, disappearing and making me stuck on the planet (after I failed to repair every other wreck) unable to call for help, lift off etc even with planet defense disabled.

I wouldn't mind being able to risk a few escape attempts and having some hull damaged and some injuries caused to all non-AI crewmembers with ship crashlanding again if I'd fail.

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When several crewmembers gets promoted, including a few security officers, one of them bears the captain's name.
It may be also a matter of line of text mixing up. When green security guy ranks up and so does the captain, player gets "Green [captain name]" in prompt on people ranking up.

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Sometime when loading a save from underground (not sure if crash one or regular save) my oxygen and jetpack uel are set to 0, if not upon load then when I descend/ascend to different level of the underground.
EDIT: Apparently that happens also in save Jumper2 I've sent over - visible when one goes thrugh different tunnels between surface and underground level the save loads into.

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Piloting/Science AI can join the awayteam and unlike the robot, it has an XP counter (even though it doesn't rise with defeated enemies, likely due to AI being unable to equip weapons and open fire). I am fine with it being listed as a crewmember but it should just give flat out bonus to science wherever and play role of pilot/science officer on the ship if no other pilot/science officer is available, but taking them planetside "in person" is weird and who knows if it may lead to silly incidents where awayteam is actually mostly dead but still led valiantly by some software.

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Repaired ship, if not chosen for takeover disappears. I wouldn't mind being able to tow such a ship but even if that's not possible, at least having it lie around for when I'll change my mind or be able to sell its location (with price dependant on whether the ship is fixed and what components it still has) to some corporation for retrieval would be good.

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Related to above, after changing ships the old one suddenly becomes in need of full repair even if it was in pristine condition before player decided to switch to some other vessel.

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Apparently looting abandoned/infested ships or cleaned out pirate bases is counted as piracy in the final score. It shouldn't be.

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Not sure if bug or I don't remember something correctly - in the past, ships could be towed and when docked with to a station, they'd be sold to whatever corporation has their bureau there. Now ships are just ignored. I could understand if one would be ignored or even barred from docking when dragging a ship with people (though it could be an alternative to selling them fuel), hostile robots, aliens or whatnot but even after I clean it up completely, I still cannot do anything.

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Speaking of dragging people, not sure if it's intentional but often crews of mushroom or whatever-infected ships do not fight the invaders or otherwise ask/thank for help. They just walk around begging for some fuel, even over the corpses of other crew members and whatever hostiles are on board.

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I've defeated Anne Bonny, became the pirate leader (would be nice to have an option of rejecting this dubious honor, telling pirates to abandon the sector) but after some time random pirate fleet composed of Anne Bonny attacked me. If it was old leader seeking revenge and not a bug, would be nice if it'd be somehow underlined. Maybe through a dialogue a'la Apollo thing.

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Robot ship attacks. Either those ships aren't "huge fast ships" that appear from time to time attacking random factions/player (in which case there's a problem because I cannot find any other hostile alien ships) or there's some issue with counting them for when alliance to defeat such takes place. Different corporations tell me that none such ship was destroyed (unless by we they mean just themselves - but why to tell the player that?) while I've taken out about two already. Also, the very fact that one can call for such alliance just upon spotting such ship is kinda weird, since how would one know they pose some big threat? They may be just some unknown, hostile, alien pirates for all player knows.

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Not sure if a bug (arguable design) or intentional rise of difficulty. Multiplying creatures multiply fast and ad infinitum. It's not such a big deal with mushrooms which seem to be just spawning in tight corridors of infected ships, but with ???? it's a big overkill, since not only a player cannot reliably clean the surface of a planet or its underground corridors enough to make chokepoints, those things are pretty strong, multiply as fast as mushrooms and are invisible. Over a dozen of endgame, experienced crewmembers, decked out with custom-upgraded disintegrators and adaptable bodysuits should be able to at least hold their own and have a chance of cleaning out an infestation of ???? altogether or if it's not meant to be cleaned, at least make the creatures back off for a time. However it's nto the case and even when finding somethinglike a chokepoint underground, at best one is just stuck there, with no way of making a dent in hordes of creatures without them filling it in with their babies, all still invisible despite sensorsets, artifact alien detector and whatever.

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Not bug per se but shops seem to be quite random. I don't mind if even in the beginning some trader may rarely have an adaptable bodysuit for sale - it has a high price for a reason (a different matter is finding one on one's own, which should be a rare occurance thorough the whole game and kind of item limited to special locations, hoards of pirates and ancient robot facilities, which seems to be exactly that), but when there's sometimes no basic, simplest of goods one would expect in stock for most starship captains (oxygen tanks of different types, air filters of varied quality, emergency beacons) but there's massive surplus of advanced hi-tech alien armors, something is off. Picture related:
armorsurplus.png
Someone must have dug up whole storage unit of those things.
armorsurplus.png (37.8 KiB) Viewed 839 times


The prices would in general use balance. I can understand smaller ships not costing very much, especially since one is selling their own ship to cover part of expenses but when people in the bar offer me a cruiser for less than customized piece of alien armor would cost me in total - something's off. Same with lordship title for a price of a rather common gun and some planetoid for less than it'd take to build a decent battleship - it could use an adjustment.

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Ship summary lists all crewmembers I ever had, not how many I do have. So if I lost some doctors, scientists, whatnot, they're still counted, making numbers of the crew at the end of the game a bit ridiculous.

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Unable to find robot ships to destroy/having them not count as destroyed, I've retired. Got informed that alliance I forged was succesful at keeping robot ships in check but in the next paragraph I've read that robot ship attacks became more common and soon stations got abandoned, humanity declaring it too dangerous to explore space.

On top of that, I've got description of settling down on a planet after coming back to civilization when I bought an asteroid because I don't want to settle on a planet. I even had to buy a ticket due to my super advanced alien scoutship being unable to do squat and travel the way home on its own (shouldn't it be engine-level dependant?). Hell, I apparently even left said ship which probably was worth fortune (highest class engines, sensors, shields beyond human technology, over a dozen of cryo chambers, disintegrator cannons, the most expensive armor) but despite how many hundreds of thousands it should be worth, that was just enough for me to buy said ticket... when I threw in 500 credits more.

Epilogue could use a LOT of work.
Suggestions related to that, ones I'd humbly but insistently request to consider given gain for how little additional coding is necessary but spoilered since not really a bug report:
[+] Spoiler
I know that I had funds enough that I could scale my final living conditions up given all those credits but I'd rather have game not mix different stats into one. A separate paragraph regarding where I live (affected by whatever assets I bought), how easy and financially stable my life is (influenced both by assets bought [after all I don't need much if I have a whole planet to do with whatever I see fit], title and money I have at the end) and then results of what I did would be good.

As written in the "bug part", whether I come back to civilization should depend on what assets were bought (if I got myself a planet or something cheaply in this undeveloped sector - and I assume that's where I got it given the low price - I wouldn't go anywhere) and if I do get back - how I do it should depend on the ship (minimum level IV engines and ship's total fuel capacity at minimum 150?).

Also, maybe fate of different corporations and their own discoveries done by player.

There should be a paragraph regarding developments made in different kinds of fields based on number of points in related to those fields categories (resources, maps, biodata, defeated pirate ships, anomalies, trading and so on) player accumulated (with some steep curve of progressing levels for each "achievement" so people won't be changing the world in every regard just through playing a bit) as well as decisions made on special worlds (selling nanobot factory should lead to tremendous changes and delivering hi-tech ancient alien scoutship/a world with one on it/ancient robot factory to some corporation for reverse-engineering should also be news-worthy).

Interesting/pleasant things missed in civilized world caused by staying long enough in this sector together with relationships based on size of the crew and their time shared together, number of crewmates lost should also matter.
A year away from civilization shouldn't do much, more than three or four may hint that it's hard to adjust oneself to a life without constant travel and adventure. Likewise someone with crew they knew for more than a few months, both 'active' and retired + merely a dozen lost grunts may lead a decent life with people out there to stay in contact with and have one's back, but someone who went through redshirts like if they'd be trash, remembering hundreds of dead comrades may have some regrets and a shellshock to deal with.


It's plenty of tiny details that, again, wouldn't require much work codewise (just using stats already tracked and dropping a paragraph depending on their values) but would polish somewhat that underwhelming epilogue.
Justaround
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