Contents
Format
This is a casual format. Chat, discuss and add bugs as you please. No need to create subpages. Just add to the 'bug discussion and feedback' section for whichever version you're playing. I will generally categorize things and remove old discussion related to bugs that have completely fixed. Note that to keep this page current, discussion on this page will generally not be archived once the related bugs have been fixed.
To do before next release
To be determined
Fixed in Development Version
None yet
Known bugs
- If a Knight Saber is at a location when a Boomer Incident occurs, they should report in and leave the scene
- Genom's secret facility is not accessible
- Quests and warehouses still don't have limit checking.
- Torso attacks generally do not add exo and endo ECM values as intended (Confirm? Might have been fixed in V055)
- Something is causing an engine LUA error when using the 'l'ook command. I think it's related to exploded walls.
- Visual inconsistencies in Junctions 2 and 8
Undecided concepts
- Should onlining a module incur an energy drain?
- Should Mackie be allowed to salvage from the hardsuits of dead Knight Sabers?
- Should Deliveries to the Silk'n Doll require someone be stationed there to sign for them?
- Should there be an arbitrary upper limit to the number of armor plates that can be fitted per location, or continue to allow as much as the weight limit allows?
- Weapons and armor for unsuited combat? ADP guns and body armor, for example?
- Should stealth even exist?
To do before V1.0.0
- Ai's
- Party system
- Global replacement of 'Quest' with 'Mission'
- Add the hospital
- Implement in-suit radios
- Components
- Combat
- Implement ammunition
- Implement shoulder mounted weapons
- Implement body hp damage to knight sabers who take hits to locations after the hardsuit protecting them has been destroyed
- Implement boomer melee upon ADP
- Implement ks on ks combat
- EMP Weapons
- Hacking, and everything to do with it
- Storyline Missions
- Maps
- Many places need maps
- Finish converting existing maps to stairless maps
- Music (pending alpha 19, probably)
- Implement reputation
- Implement ADPolice
- Legal system
- Jailbreak
- HQ defense system
- Helicopters
- Armored vehicles
- Rogue Boomer incident handling
- Apartment buildings
- z-level placement of boomers
- Implement the Particle Beam Satellite
- Implement corporate reprisal
- Implement access to secret
- Implement 'area of player' checking for rogue boomer incidents
- Implement flight
- Implement singing gigs
- Implement repair
- Implement or remove stealth
- Implement ravens (fence?)
- Enable C screen to view entire party
- Escort boomers should start out non hostile
- Warehouses
- Transfers
- Shipping
- Banking
- Implement transfers
- Implement new account creation
- Identify NAME ME Heavy Industries
- Implement Purchase Order tracking
- Fuchi Purchase Orders
- There should probably be a way to online modules from the designer
- Optional solo playmode
Getting out of 'stuck'
A bug is a bug. But, two types of bugs in particular should never end the game. Display corruptions and characters who get stranded, either in the dark or encased in impassable terrain.
Display corruptions: are a result of me miscounting save and loads that occurs about every ten lines of dialogue. If your display becomes corrupted, save, exit and re-load the game. The display should fix itself.
Character is trapped in a dark map, or encased in impassable terrain: This is prone to happen in unfinished areas, like Ravens Garage. Certain sequences of active character swapping can sometimes result in a character encased in the wall in the extreme northwest corner of Tokyo. To get out of situations like this, use your cell phone to swap to a different character in a different location. Then call the stuck character and ask them to return to base.
V050 bug discussion and feedback
BucketMan: I am so looking forward to feedback on this.
EtMarc : Well, the crash is not the T-Engine fault, but yours *grin*. Even after unpacking the team file it doesn't work on Linux, because the script/ai/init.lua file use the UPPERCASE version of some AI files. Since you are on Windows, it still worked for you, but the T-Engine is case-sensitive, so it didn't find the scripts.
BucketMan: Fixed in V055.
NerdanelVampire: Here are some new bugs:
- Walking to a vidphone and choosing in the menu not to use it breaks the graphics.
BucketMan: Fixed in V055.
- Going in and then out of Raven's Garage leads to a dark section of the map from which I couldn't find the way out.
BucketMan: 'Lost in dark' is now fixed in V055, but Raven's is still not implemented.
North and then East of Genom R&D there is a section of highway that looks like it should be passable west-east but it isn't.
BucketMan: Fixed in V055.
NerdanelVampire: The newest bug: the subway entrance near Hot Leg leads into stuck inside a wall.
BucketMan: Fixed in V055.
NerdanelVampire: The funny thing is, I have already discovered four bugs but I have yet to see combat of any kind. The only reason I've been starting new games is that there's no point in not restarting from scratch since I've done nothing but trying to get my bearings in the game.
BucketMan: Two things:
- You're not likely to find combat simply by wandering around the map. With only a few exceptions, there are no randomly generated monsters in the game. This is not a dungeon crawl. To quote from the release notes that display every time you create a character: "If this is your first time playing BGC, it is -=HIGHLY RECOMMENDED=- that you read the 'Quickie Immersion Guide' accessible via the ? command in-game." In particular, section 4 describes how to get missions.
- There actually is a very good reason to not restart from scratch every time. There are timed events in the game. Every time you restart, the various timers restart too. And thus, if you keep restarting, you'll probably never see them.
NerdanelVampire: I read the guide. I just haven't actually started playing since I want to get a little more familiar with everything so that I don't get banned from money-generation travel missions for each of my characters or something permanent like that. (Yes it has been out a couple of days, but I have been otherwise occupied a lot.) Bubblegum Crisis has a formidable learning curve. It's also not nice to run into a timed event that I'm too weak to handle because I haven't gained power at the expected rate while wasting my time getting accustomed to the map.
BucketMan: The game does have a steep learning curve, yes.
I'll try to get those bugs fixed, and maybe implement apartment buildings this weekend. Thanks for the bug reports. Let me know if you come up with anything else I may be able to squeeze in in the next few days.
EtMarc: I got this error message after killing a mission target :
error: attempt to index a nil value stack traceback: 1: function `choose_ks_to_attack' at line 924 [file `/scripts/combat.lua'] 2: function <12:file `/scripts/ai/mission_ai.lua'> at line 17
BucketMan: Fixed in V055.
EtMarc: Also, is it a bug, or if you take an ally with you, they are supposed to move half as slowly as you do?
BucketMan: Fixed in V055.
Sirrocco: a couple of things.
- I take out a BUMA. I call Mackie to the scene. I have no idea what to do at that point, so I leave the scene, and he calls in later to say that the place is swarming and he can't get in. Okay. It would have been nice to get a bit of clue in his response message (like, "if you can keep it clear for me for the next 15 minutes or so" or whatever) but it's single-instance learning. I go find myself another fight and take out two BUMA, one at a time. I call in Mackie again, wait for him to show up, and he runs pickup. I go on to my next location, take out another BUMA, call in Mackie again, and he says he can't get there - it'll be an hour. Fair enough. I wait for almost an hour. Still says it'll be an hour. I wait until the original hour would be completely up. Still says it'll be an hour. I wait for over an hour, standing over the by now cooled corpse of a BUMA, and Mackie still says it'll be about an hour. I give up and go home.
BucketMan: See if it handles more cleanly in V055.
- I cannot seem to assign Linna any skill at hardsuit design. She makes level two. I go to the gain screen. I assign both points to hardsuit design. I hit space. I hit y. It leaves the skillgain screen. I go back to the skillgain screen, and no skillpoints have been assigned. EDIT: it seems that this inability to train extends to everyone except Sylia, and every skill I have so far tried (maybe about hlf of them or a little under)
BucketMan: Fixed in V055.
- it seems a tch odd to require all of the characters to develop hardsuit design skill - *particularly* with Sylia's suit-reading quotes. Wasn't part of the point that Sylia was the one that designed all of the suits? am I just completely horked up in my understanding of canon? (okay, maybe not so much a bug, but....)
BucketMan: Fixed in V055.
- equipping CPUs in general seems horked. For one thing, much of the interface is blacked out - I was able to navigate through it by following the format of all of the other screens, but this is nonoptimal. For another, I was able to equip more than one CPU at a time, and equipped CPUs were not removed from my stash - meaning that I could generate an infinite number of any CPU I had by alternately equipping and removing them.
BucketMan: Not implemented. The blank screen should have been a clue. :P Computers are kind of on hold until I've figured out what I'm going to do for the hacking system, since I've yet to figure out a way to cleanly implement real-time events in LUA 4. Though I suppose this is inconveneint since computer modules are useful for hardsuits even without the hacking interface. Power generation, and so forth. Hmm. Maybe I'll squeeze in a kludgy solution in the meantime. You probably just want to upgrade your basic computer to avoid power generators. I guess we can just treat computers like ordinary modules for now.
- Destroying BUMAs part by part seems ineffective. I blew away both legs and its movement did not slow. I blew away the head, and it did not seem to significantly reduce in accuracy. Perhaps I should have targeted the arms first?
BucketMan: Wasn't implemented in V051. Try V055.
Sirrocco: quick side not on that - I got myself all kitted out in super-speedy double-barreled-action gear and went hunting BUMA for the meaty goodness hidden in their chest cavities. I blew away the guy's arms, legs, and head (he kept coming) and had only shoulder and torso left. I figured I had to take out the shoulders too, so I targeted those, but it gave me LUA errors every time I fired, with no apparent effect. As far as I can tell, for my build, it is not possible to take out BUMAs via ranged damage in any way other than destroying the torso. (I did finally kill him, but there really wasn't much left to salvage when I was done.)
BucketMan: That system has now been basically implemented in V055. LUA on targetting shoulder I think is fixed too. To destroy a boomer, you must destroy either the torso or everything else. Though, eventually we'll probably do more complicated checking. For example, if there's nothing in the head other than targetting and ecm, you probably shouldn't need to destroy that too. Though it's completely in theme for boomers to have head mounted weapons, and some that you can actually encounter in-game do, the death code does not yet actually confirm whether a specific boomer has that sort of design. Destruction of specific limbs now incurs penalties in addition to loss of installed modules. In particular, destroying arms first is especially effective against melee-only boomers. Note: There is some inconsistent handling right now regarding the 'back' location. It is not targetable via custom trgetting. So for now, it's simply ignored. Once locations are checked for motion and combat modules, this problem will go away, but at the moment there are no back-mounted weapons or boosters, so the back doesn't really matter. This, incidentally, is why you weren't able to destroy boomers in V051 by destroying everything other than the torso. The back isn't visible in the HUD, and you can't specifically target it, but it was still functioning and keeping boomers from being marked as destroyed. Again, a workaround for this is now in place.
V055 bug discussion and feedback
BucketMan: Ok. I've cleaned up most of the things people complained about.
Sirrocco: and I've found a bunch more. Some were already mentioned in Gameplay (Mackie doesn't work, endo torso can't be targeted even after exo is destroyed, apartments essentially impossible to enter) and others follow.
- Text for Sylia on Nene's hardsuit is miswritten - looks like Linna's hardsuit.
BucketMan: Where do you mean? Hardsuit designer? Dialogue? Skill screen? I've looked around, but don't see it.
Sirrocco: That would be the walkover text. You know how each of the girls has a different bit of popup text when they walk over each of the hardsuits? When Sylia walks over Nene's the popup text is incorrect.
BucketMan: Fixed. Though I have to admit I'm starting to feel like all the attention I've paid to cosmetic details like that is just an opportunity for people to report bugs rather than something that anyone is appreciating. : /
Sirrocco: Honestly, I do enjoy the cosmetic details. Some of the little discussions between the main characters are delightful (Priss asking Nene about boomers. Mackie letching out.) and I did actually enjoy the different perspectives the girls had on their hardsuits. It's just that these are low-level things, and don't really feel like they need to be analyzed. No analysis means that you generally won't get feedback from me about it.
- Still unable to assign skill points to Priss
BucketMan: Fixed in DV. Stupid mistake. Linna and Nene do work correctly in the meantime.
- Boomers bursting out of Synthflesh sometimes simply disappear rather than coming back as a 'B' - I suspect it is a "tried to place once and failed" issue, but am not certain.
BucketMan: What type of boomer? Class A, B or security? Where were you?
Sirrocco: I was back at the Funy Day, harvesting the bodyguard boomers for exp. Sometimes, particularly when they were close to the edge of the screen, I'd get the "bursting out of its skin" quote, and the little bodyguard 'p' would vanish and no boomer would show up.
BucketMan: ...bodyguard then, ok. Odd. I've only seen this behavior in ranged boomers summoned via wizard mode. Not sure what's causing it yet.
- Putting your suit back on the rack fixes all damage except for modules that are entirely destroyed.
BucketMan: ...ok, but by 'all damage' you mean 'only structure' yes? And this happens only if you have sufficient hardsuit repair skill to conduct the repair? Activating the hardsuit designer will have the same effect. Are you saying this is a bad thing? Do you want it to not be this way?
Sirrocco: Ah. That makes sense. No, no complaints.
- A strange series of effects, some of which, I'm sure, are bugs. I group up Linna and Priss, Priss active, and walk into Day Funy (six competent kill quests and a load of boomer corpses on the ground, if that matters). Linna disappears. I swap over to Linna via phone, she's in Day Funy, but Priss has now vanished. I swap back and forth a few more times, fiddling. On one of the swaps over to Priss, the game crashes. When I load it back up I'm on Priss, still supposedly at the Funy Day, but the world is blacked out, and the look command gives me nothing but permanent walls. I cannot see my character. I swap over to Linna, it crashes again, with a similar result on restart, although I'm on Linna this time. I swap over to Sylia (at Silky Doll) which works, but the happy little @ is not visible. tell Linna to return to base and switch to Priss. All blacked out, but no crash. I swap to Linna, and it crashes. I have the saved game if you'd like.
BucketMan: Linna disappeared upon entering Funy Day? I'll see if I can reproduce that. Would you email me the savefile so I can take a look? Thank you. Some of the rest of what you've described should naturally follow from Linna being disappeared...but I'm not sure why it would cause crashes. @ being missing also surprises me. I've never seen that happen in BGC. The permanent wall behavior is usually a result of a broken map file. Not sure why that would happen.
- I am apparently able to redesign hardsuits that are sitting halfway across Tokyo.
BucketMan: Fixed in DV.
EtMarc: When I use the 'l' look command, sometimes I get a description of the person, instead of their name (it happened for a beginner assassination mission with a bunch of bodyguards, are they supposed to do no damage at all?). This comes with that error message:
error: attempt to call a nil value stack traceback: 1: method `describe' at line 264 [file `/engine/target.lua'] 2: method `target' at line 491 [file `/engine/target.lua'] 3: function <713:file `/engine/target.lua'> at line 730
Also, I found out that asking for the map tutorial at Tokyo Express blanked my screen until I reloaded the game.
Lastly, I went into Area 2 apartments, where a boomer was (Leon and co where outside). I was Sylla with Priss and Linna, but I couldn't see the boomer, and Priss and Linna got damaged by the boomer even before the door got opened. I wonder if it is due to the party combat, or it is a more severe bug. Here is errors trace:
error: attempt to call a nil value stack traceback: 1: method `describe' at line 264 [file `/engine/target.lua'] 2: method `target' at line 491 [file `/engine/target.lua'] 3: function `get_aim_dir' at line 706 [file `/engine/target.lua'] 4: method `ranged_fire' at line 6504 [file `/scripts/hardsuit.lua'] 5: function <3407:file `/scripts/bgc.lua'> at line 3460 error: table index is nil stack traceback: 1: function `boomer_dead' at line 486 [file `/scripts/combat.lua'] 2: function `boomer_actually_melee' at line 295 [file `/scripts/monster.lua'] 3: function `boomer_combat' at line 148 [file `/scripts/monster.lua'] 4: function <12:file `/scripts/ai/boomer_a.lua'> at line 25
Sirrocco: forgot one from earlier - random tourists picking up boomer corpses. Must be something in the water, no?
ToME Wiki