Another small bugs and issues list
Warvis
Join Date: 2017-01-14 Member: 226701Members
While not all of these may be bugs in a strict sense, this list includes things that imo are not "as intended".
Some of these may have been reported before - I did read a number of reports here, but I dare not say to have an overview of all current issues, plaese indulge me. As such, these issues ares based on the Dec2017 Rel. 57637 :
Edit:
Some of these may have been reported before - I did read a number of reports here, but I dare not say to have an overview of all current issues, plaese indulge me. As such, these issues ares based on the Dec2017 Rel. 57637 :
- When entering the PRAWN in an acid lake (which deals damage), the player keeps receiving damage inside the PRAWN until it is out of the acid.
- Base stilts still appear incomplete (not all stilts) occasionally.
- Beacons are visible while PDA is active, this is especially irritating when in the beacon manager tab (maybe not so much a bug but a GUI issue, still more than just cosmetics, imo)
- Seaglide has overly complex cycle pattern, it takes 6 steps to return to "all off" instead of just 4 (Edit: could use "tool alternate use" to toggle radar/light separately?) :
# Step Radar Light ----------------- 1. off off 2. on on 3. on off 4. off on 5. on off - redundant 6. on on - redundant ----------------- 1. off off - cycle repeats
- Small fish hitting the Cyclops hull produce too loud banging sounds: This maybe is a "works as intended" (and it might be 'realistic' due to submarine acoustics), but imo undermines the value of the acoustic feedback when actually hitting rock or something bigger (I could even wish for more distinct collision sounds, but that's beyond this report). And it's annoying when you're parked somewhere and a sinle little Biter plays the drums on your hull.
- Physics issues: PRAWN/Seamoth catapulted a kilometer by ghost leviathan. This probably goes along with other reports about sudden physics related "relocations", i.e. when PRAWN hits the opening cyclops docking doors. In my case this happened both times with a ghost leviathan attack: Near the border of the plateau where an attack push my seamoth out more than a kilometer in less than a second, and near the acid river region where the attack forced the PRAWN right through the level geometry - I could see surface objects (growth) whizzing past below PRAWN until after 2 or 3 seconds I stopped in a (lucky water filled) cavern. Slight damage, but about 1000m away from my encounter.
Edit:
- 7. Storage containers can be opened from too far away (just the farthest distance where the "open" icon appears), where the PDA will not show up, but the character is stuck in an empty-handed PDA-holding animation (can be solved by ESCaping to menu and back).
Comments
Another bug while I'm here:
- If you make the Cyclops partially emerge from the gun moonpool, it will appear flooded. It's only visual.
5.Bubbles form the Brain Coral impacting the Cyclops makes that sound