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Topics - feds

#1
Version L|0.1.334

Summary: destination of a colonist in combat mode is not freed when the colonist is released from draft and resume normal activity.

Steps to reproduce:
- select 2 colonists and draft them
- order colonist A to go at location X
- while colonist A is selected and is going to location X press R (or Draft button), colonist A will resume normal activity
- select colonist B and order to go to location X, he/she will move to a location next to X instead, even if X is empty

update: bug still present in 0.2.363 alpha 2
#2
Bug 1 (usability bug?): I can't select more than 80 graves. Double clicking on a grave select the pointed grave and the leftmost remaining graves up to 80 objects. I think it applies to any kind of object, I tried with metal and 80 is still a hard limit, however graves is actually the first time I have needed to select more than 80 object to change the setting on who can be buried there for all the graveyard at once.
Expected result - I would expect to be able to select an arbitrary number of graves or at least that the 80 selected graves are the closest to the mouse pointer.

Bug 2: selecting graves with a window select can (not always) result in a selection that doesn't respond to the pressing of "allows placing * corpes here" (either by keyboard shortcut or button clicking).

Step to reproduce:
- build more than 80 graves (or open the attached savegame)
- try to select all the graves double clicking on one of them (bug 1).
- window select the rightmost graves in the graveyard like if you wanted to select the graves that weren't selected with the double click (works with the provided savegame). Try to press C, V or B keys or click on relative buttons (bug 2), nothing will happen.


[attachment deleted by admin: too old]
#3
Summary: It seems a raider is considered a colonist when he/she gives up during a raid.

Steps to reproduce:
- allow a group of raider to destroy the colony so they spend as much time as possible around
- wait for a raider to give up

Actual results:
I got an "envelope" message "$NAME has given up and is leaving from the colony". (replace name with the raider actual name)

Expected results:
I do not expect to receive a "envelope" message when a raider gives up since the raider is not part of the colony in the first place. I think the raider should just leave like raiders do at the end of an attack with a temporary message or should just leave without any message.
#4
Summary:
Blasted charges can be activated when all colonists are dead.

Steps to reproduce:
- build blasting charge
- kill all colonists or wait raiders to do it
- activate blasting charge

Expected results:
Without anyone in the colony I expect to not be able to activate the blasting charges.

Actual results:
Blasting charges can be activated even in a ghost colony.

Notes:
I believe this bug is a consequence of having an action ("activate blasting charge") that doesn't require any activity from a colonist. This effectively give the player the godlike ability to directly interact with the world instead of just being able to influence colonists actions.
Possible solutions would be to have a "charges console" that require a colonist to activate charges or to have proximity/smart charges.