Hello, after playing the game and experimenting with some of its systems for a while I have come across some bugs that affect different parts of the game. I have confirmed that the following issues are present in the latest patch 1.32.2 with no mods installed.
Buff agents count as enemy units for action value transform types “per_enemy_unit_in_gravity_well” and “per_allied_player_in_gravity_well”, as well as the trigger event types “on_current_spawner_current_gravity_well_occupied_with_enemy_units”, “on_current_spawner_current_gravity_well_unoccupied_with_enemy_units”, and “on_current_spawner_current_gravity_well_allied_player_count_changed”.
This currently affects Advent Wrath Planet items Temple of Pilgrimage and Greater Temple of Pilgrimage, Advent Reborn Planet Items Temple of Purification and Greater Temple of Purification, and TEC Enclave Research Subject Counter-Deployment. Specifically, this would mean that if an enemy buff agent is in a gravity well that one of these Planet Items is affecting, it will not trigger the planet item’s effects until that buff agent has expired (or in the case of Counter-Deployment, will).
A way to confirm is to apply an ability that places a buff agent in a colonizable gravity well (for example, Advent Wrath Unity ability Fury) with no enemies in it and have another enemy player with a Temple of Pilgrimage in an adjacent gravity well to where Fury was Used. The planet should not be colonized by the Temple of Pilgrimage until Fury Expires.
Currently, TEC Enclave Research Subject Counter-Deployment reads that ship construction is sped up when an enemy unit is in an owned gravity well. In actuality, this triggers in any gravity well regardless of ownership so long as the gravity well has no enemy units present in it before the unit factory enters the gravity well/when the research subject is completed. This also leads to new unit factories being built/entering an owned gravity well with enemy units already present in it not getting the benefits of Counter-Deployment until all enemy units leave the gravity well and a new enemy enters the gravity well afterwards.
The trigger event type “on_phase_lanes_changed” seems to trigger whenever any phase lane in the map is either created or destroyed. I believe the expected behavior is that it should only trigger whenever the gravity well the buff containing the trigger type is on gains or loses a phase lane connection, but the actual behavior is that this trigger type will trigger when any new phase lane is created or deleted on any gravity well in the map.
This has the unfortunate side effect of any buffs relying on this trigger type to trigger much more often than intended, especially on larger maps with numerous moving planets.
An example of this can be seen with the TEC Enclave planet items Home Guard Command Center and Home Guard Outpost, which can affect a large amount of units at one time with its damage reduction effect, especially with garrison ships increasing this number further. This save (https://drive.google.com/file/d/1xmuutwRfYunuonyrzrWun-MWolsdQkdg/view?usp=drive_link) shows such an example of this happening. On the green player’s capital, the buffs on units there are constantly reapplying more often than they should, indicated by the units glowing green (you can also go into the watch unit window in dev mode to see the buffs on a unit being made dead and new ones being applied) despite no phase lanes being created or destroyed on either the capital planet or any of the planets connected to it for at least the next 5 minutes of game time. This also causes occasional lag spikes as the buffs on all the units at each of green’s planets are made dead and subsequently reapplied by new versions of the buff. These lag spikes could be made worse if a larger amount of units were affected by these buffs. The lag spikes and constant simultaneous deletion and reapplication of buffs can also be caused by other similar acting buffs, such as Supreme Center for Human Doctrine and Center for Human Doctrine, but Home Guard Command Center and Home Guard Outpost are the worst offenders due to garrison units inflating the numbers higher than other examples.
Planet Items that affect gravity wells x jumps away from the origin gravity well currently have a stacking limit of 1 for all players on the affected gravity wells. This leads to situations where one player’s planet item will prevent the effects of another player’s planet item from taking effect.
An example of this can easily be seen on the map “Return to War”, where both players are playing as the same race. As an example, two TEC Enclave players are selected. You may notice under the positive buffs of one of the players units that only one player has the positive effects of Home Guard Command Center at their capital, and the other player does not, determined by whichever player’s world was created first by the game (tied to the planet’s Entity ID?). Likewise, the player without the effects of their Home Guard Command Center will also not benefit from its effects on either the Primordial planet between the player’s capitals and the opposing player’s capital, as well as the star. This leads me to believe that whoever built the item first gains priority over the gravity wells it can affect, and planet items built by other players afterwards that should also affect gravity wells the previous item affects will be negated.
This behavior can also be observed with the following planet items:
- Home Guard Outpost
- Supreme Center for Human Doctrine
- Center for Human Doctrine
- Greater Temple of Pilgrimage
- Temple of Pilgrimage
- Greater Temple of Purification
- Temple of Purification
- Exodus Debris Reclamation Center
- Debris Reclamation Center
If two Jusotra Fabricators owned by two or more different players are in a gravity well with units that are enemies to all of them, the Jusotra Fabricator that was in the gravity well first will get the metal and crystal resources, and the other ones will get nothing. This issue is similar to the planet items issue as the Debris Reclamation ability can only stack once for all players.
Dominating Deliverance’s weapon reload penalty will affect units that are converted to the firer’s empire. Presumably, this should not happen as it should only affect enemy units.
If a unit that can drop loot is destroyed via the toggle scuttle option, it will not drop any loot upon its death. This could be used to potentially prevent enemies from being able to collect loot from destroyed enemies and make ship artifacts permanently removed from a game.
If a unit that is phase jumping is destroyed while jumping and does not reach its destination by the time its ship loot would have spawned, it will not generate any loot. This can be achieved in numerous ways, such as a near death ship is targeted by a damaging ability right before it jumps away, or by Advent Reborn’s Cleanse on a unit during a phase jump.
The Dunov Battlecruiser’s Energy Transfer ability, when under the effects of Overcharge, will restore the primary target shield amount to chained targets, rather than the reduced chained restore amount.
The healing effect of Advent Reborn’s Recall is triggered when units change gravity wells. This should lead to the units being healed when they are teleported to their Homeworld. However, the healing can also be triggered by a unit under the charge effect of Recall performing a phase jump, receiving the healing portion of Recall but not the teleport, allowing this ability to unintentionally be used as a healing move upon entering phase space.
The effects of The Maw Enhancer states that the effects of the item last for only 20 seconds. However, the stacks of the buff never expire, and the titan will keep all stacks of the buff for as long as it is alive. It will also keep all stacks of the buff even if the item is removed from the titan.
The Ragnarov’s Warpath ability is supposed to give a stacking damage buff for every enemy the titan kills. However, if the Ragnarov kills an enemy with missile weapons gained from the Ragnarov Missile Launchers ship item, it will not gain a stack.
The Research Subject for Deploy Transcencia Unlock requires the Tempest to be unlocked as a prerequisite, which doesn’t sound intended. In addition, the ship item costs 2 Indurium exotics as well as 585 metal and 415 crystal to build, whereas building a Transcencia from a planet costs 1 Indurium and 1 Kalanide as well as 450 metal and 550 crystal. TEC and Vasari Starbase costs are the same whether it be the ship item or from a planet, so this most likely isn’t intended.
The Rapture Battlecruiser’s Vertigo ability, which reduces affected targets weapon reload and ability cooldowns, can be used on targets that don’t have either weapons or abilities, such as TEC and Advent Carrier Cruisers.
Ice Asteroid planets currently don’t have any planet bonuses assigned to appear on them, and as such can never have a planet bonus on them.
Whenever you get a diplomatic notification that has a voice line attached to it, it will always play your faction’s narrator for the notification. In Sins 1, it played the opposing faction’s voice lines, so this probably isn’t intended.
Gravity Well Props’s rotation speeds do not respect the current game speed, continuing to rotate at the same speed regardless if the game is sped up or paused. Easiest way to confirm is to look at any gravity well that has gravity well props (Space Junk is the easiest) while the game is paused and you will notice that the small debris continues to rotate.
In the game lobby screen where you can choose your faction’s color and portrait, the preview unit’s rotation will affect the lighting of the planet behind the game lobby screen. Best way to confirm is to rotate the unit from a side view, as rotating it from a top or bottom view of the unit will not affect the lighting. Additionally, opening and closing the unit preview screen will also affect the lighting of the planet.
When the Ragnarov’s Novalith Cannon ability is activated, the muzzle particle effect is misplaced, coming out of the side of the titan instead of from the cannon.
When the Deliverance Engine’s Dominating Deliverance ability is activated, the muzzle particle effect is misplaced, coming out of a random direction which changes depending on the rotation of the structure instead of from the cannon's firing point.
On all Vasari Phase Missile Weapons, the Muzzle Picking Behavior is set to “Random” instead of “Sequential”, meaning that the muzzle effect will usually not be from the same location where the missile fires from.
The weapon Mesh Points for the Advent Bomber strikecraft and Vasari Bomber strikecraft are named incorrectly, causing the Advent Bomber to only fire its beam weapon from the right weapon point as opposed to both left and right weapon points and the Vasari Bomber to only fire missiles from the bottom left weapon point as opposed to its other three weapon points.
When the Hangar Flak Turrets Research Subject is completed, TEC Hangar Defenses lost their HUD Picture as well as their hangar particle effects and main view icon selected and sub-selected variants.
Whenever you have units selected, a Sub-Selected (or Selected if not the focused unit) variant of their main view icon is shown in place of their normal main view icon. This icon, however, is misaligned with its normal variant, causing the icon to change its position by a few pixels when it switches between them. This occurs on every unit with a unique selected and sub-selected icon on all 3 main UI Scaling textures of 100%, 150%, and 200%. Easiest way to see and reproduce this is to have a unit’s main view icon rendered and then select it by whatever means.
On the bottom bar UI that appears whenever you have a unit selected, on the right-hand side. The buttons for various actions are misaligned with the buttons on top of the bar as opposed to the bottom of the bar. In addition, the buttons shown when selecting a Planet are misaligned with the buttons shown when selecting a Ship. The attached screenshots show a bar on 200% UI scale for both a planet selected (top screenshot) and a ship selected (bottom screenshot), although this can be observed on any of the other UI scales. Most notably is the advanced actions button being placed differently between planet and ship bars as well as the spacing between the buttons on the top row and the bottom row is different. This also affects the buttons on the left side of the bottom bar.
Thank you for taking the time to write and share this very detailed set of feedback, Ill be sure to take time to read through this and share findings with the team, I'd also be curious what others thoughts are. Also just a headsup the save file is request locked
The save file should be downloadable now. Thanks for letting me know.
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