Beta 2 - 0.2.5792

Bugs

- Occasionally after buyout, newly-owned buildings become useless (not producing/shipping anything) and won't respond to the scrap shortcut. You manually have to click each, then click scrap, and rebuild the building at which point it will start working.

- Icons missing from some of the tooltip mouseovers on buildings resulting in missing image icon being displayed.

- Requirement for 'special' buildings to be built next to your HQ, but no requirement for them to remain there. e.g. you can mutiny an opponent's building next to your base, then build an Offworld connected to that. Once your mutiny runs out, you'll still have control of the offworld despite it not having HQ adjacency (may be intended, but seems odd to have a build restriction but not an existence restriction)

- ctrl-shift-down now moves the camera down when performed, rather than remaining stationary.



Suggestions

- All special buildings should trigger an animation when they 'activate'. For example, the pleasure dome should have the fireworks coming out of it when the income from pleasure dome > energy cost. The offworld already fires a great rocket into the sky. I'd like to see the hacker array activate (fire a beam up at satellites to relay the hacked stock information?) as well as the engineering lab (perhaps just flash/glow upon completion?) and patent lab (similar). This would give more animated 'life' to the planet, as well as give a visual aid to when an opponent completes something that isn't an entry in the text-log on the right or having to stare at their buildings to see when 'working!' stops being displayed.

7,825 views 5 replies
Reply #1 Top

Thanks for these catches. I added them to my list.

I passed along the idea of the advanced building activations to our lead artists.

-Scott-

Reply #2 Top

I'd like to add a few bugs, one of which I think Soren may have already noted down.

-When Company A mutinies a tile from Company B and puts a goonsquad on it, if Company A uses a sabotage on that tile Company B doesn't get the sabotage but rather Company A gets it even though they didn't own the goonsquad.
-chat doesn't go to/from anyone except the host after the game starts
-while scanning you can hover hq blueprints over undiscovered resources to see what they are, without scanning.

I'd also really love for hotkeys to found the 4 different HQs, it'd make founding correctly quite a bit easier.

Reply #3 Top

Thanks for the bugs, Cubit. We'll try to have them fixed by the next version.

-Scott-

Reply #4 Top

Quoting Cubit32, reply 2

I'd like to add a few bugs, one of which I think Soren may have already noted down.

-When Company A mutinies a tile from Company B and puts a goonsquad on it, if Company A uses a sabotage on that tile Company B doesn't get the sabotage but rather Company A gets it even though they didn't own the goonsquad.
-chat doesn't go to/from anyone except the host after the game starts
-while scanning you can hover hq blueprints over undiscovered resources to see what they are, without scanning.

I'd also really love for hotkeys to found the 4 different HQs, it'd make founding correctly quite a bit easier.

Hey Cubit,

Soren's working on the first one.

The chat is fixed in our internal version, so it should work in the next release.

Just checked in a fix of the inappropriate resource knowledge during HQ placement.

Trying to get Joel to get the hotkeys for the HQ founding.

Thanks for all the feedback!

-Scott-

Reply #5 Top

You guys are awesome!