Several bugs

FiskbitFiskbit Join Date: 2013-08-27 Member: 187099Members
-Evolving to a skulk is free, but if you're a non-skulk lifeform, the game won't actually let you do it until you have enough PRes to afford a trait for your current lifeform. For example, a gorge can't evolve to a skulk until he has at least 1 PRes, and a lerk can't evolve to a skulk until he has at least 3 PRes.

-If an observatory is powered by both power surge and a power node and is beaconing, that beacon will be canceled if the power node is destroyed, even though the structure never actually lost power. This bug eliminates a potential strategy for a quick-thinking commander who sees that the node will die before the beacon can complete.

-Projectiles don't collide with the track in Tram. This frequently causes grenades to fall through the floor in South Tunnels, Hub, North Tunnels, and Platform.

-When an egg finishes upgrading into a lifeform egg, it seems to become a normal egg for a brief moment before transforming into the finished lifeform egg. I've seen a player hatch out of that egg as a skulk during that moment, wasting the egg and associated TRes.

Comments

  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    Thanks for the report will add those to the intern bugtracker and look at them asap ;)
  • CCTEECCTEE Join Date: 2013-06-20 Member: 185634Members, Reinforced - Shadow
    damn dude you're a sharp one.
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited June 2014
    -Evolving to a skulk is free, but if you're a non-skulk lifeform, the game won't actually let you do it until you have enough PRes to afford a trait for your current lifeform. For example, a gorge can't evolve to a skulk until he has at least 1 PRes, and a lerk can't evolve to a skulk until he has at least 3 PRes.
    This is a somewhat difficult one to fix

    -Projectiles don't collide with the track in Tram. This frequently causes grenades to fall through the floor in South Tunnels, Hub, North Tunnels, and Platform.
    Already fixed

    -If an observatory is powered by both power surge and a power node and is beaconing, that beacon will be canceled if the power node is destroyed, even though the structure never actually lost power. This bug eliminates a potential strategy for a quick-thinking commander who sees that the node will die before the beacon can complete.
    This is also already fixed because I changed it so you can't do it on powered structures

    -When an egg finishes upgrading into a lifeform egg, it seems to become a normal egg for a brief moment before transforming into the finished lifeform egg. I've seen a player hatch out of that egg as a skulk during that moment, wasting the egg and associated TRes.
    Unable to reproduce
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    You will be happy to hear that it seems like all of those issue going to be fixed soon ;)
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    edited July 2014
    SamusDroid wrote: »

    -If an observatory is powered by both power surge and a power node and is beaconing, that beacon will be canceled if the power node is destroyed, even though the structure never actually lost power. This bug eliminates a potential strategy for a quick-thinking commander who sees that the node will die before the beacon can complete.
    This is also already fixed because I changed it so you can't do it on powered structures

    Wait, so if the power goes out or is going to go out, during a beacon, we dont get the option to use our wits and game knowledge to prevent us from needing to beacon once more? Sad times
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    SamusDroid wrote: »

    -If an observatory is powered by both power surge and a power node and is beaconing, that beacon will be canceled if the power node is destroyed, even though the structure never actually lost power. This bug eliminates a potential strategy for a quick-thinking commander who sees that the node will die before the beacon can complete.
    This is also already fixed because I changed it so you can't do it on powered structures

    Wait, so if the power goes out or is going to go out, during a beacon, we dont get the option to use our wits and game knowledge to prevent us from needing to beacon once more? Sad times

    Agreed... this is just removing functionality... not really a fix.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    I'm guessing the power surge effect and regular power to structures use the same variable to store the state of the structure, or something to that effect. Doesn't seem like a hard fix. Maybe requiring 'a slight rework of how structure power is handled' so seems like a lot of work for the outcome, but would be a much more elegant and, dare I say it, fun solution.

    *hops off of mount stupid*
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