View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0025274 | AI War 2 | Bug - Gameplay | Jun 17, 2021 10:22 pm | Jun 23, 2021 7:58 pm | |
Reporter | Chuito12 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.202 General Bugfixing | ||||
Fixed in Version | 3.304 Coilbeams No Longer Tickle | ||||
Summary | 0025274: Spire ship's beam doing *very* little damage | ||||
Description | Spire coilbeams are not doing anywhere near the listed damage to any ship nor the main target I select for them to attack. This is resulting in a mildly amusing situation where a strength 0.049 Polarizer Mk 3 is staring down and tanking multiple shots from a Spire Battleship Mk5. Neither being able to really kill each other At planet Treacheries Base is a warden fleet defending from a Mk5 cruiser and frigate and the planet next to it is the rest of my second Spire fleet | ||||
Tags | No tags attached. | ||||
has duplicate | 0025291 | resolved | Chris_McElligottPark | Coilbeam damage amounts are very broken for multiple targets. |
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Spire tickle beams.savemet (121 bytes)
CL 997671100 19924 fellen frend <color=#66ffce>Easier </color> Full Ensemble Difficulty 7 5 <color=#007fff>Chuito</color> |
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My current Spire game is also affected by this. Sometimes, the beam tickles. Sometimes, the ship doesn't fire at all, even when on pursuit and on a planet with hundreds of enemies. When this happens, occasionally I can get it to attack by right-clicking on an enemy or pushing K or N and then disabling it, but usually it's just stuck doing nothing for ages till it somehow wakes up. |
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I think the new coil beam math in 3.202 is bugged? I have a cruiser that's not hitting a bunch of Bombards in a line, although it worked against a Dire Gravity Guardian minutes ago. coilbug.savemet (125 bytes)
UK 937667763 1633 Zenith 2 <color=#ff3232>Hard </color> Special Forces Master Difficulty 8 0 <color=#3c9a56>Histidine</color> |
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This may affect ship sizes differently. I have one cruiser on a hostile and two frigates were loaded into it. The cruiser's just sitting there doing nothing. I release the frigates and they're roaming and attacking stuff, and actually hitting while the cruiser itself isn't. Early into my current game, I don't think any of the frigates had targetting issues ... so maybe it's only the larger ones. Can anyone else confirm? |
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@Wuffell_1 The frigates laser pulse seems to always hit, and I've noticed some exogalactic ships like the phoenix take damage normally. DIdn't get to test it much since I rolled back to finish my spire game and there weren't many exo units nearby |
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This may be two issues, or at least what I've been seeing ... The 'tickle beam' seems to have gone away for me. For the problem where they don't target anything, I realised it was only the flagship that seemed to sometimes do nothing, not even if an enemy is next to it. This issue is fixed when I go to the ship options and set Flagship Roaming to Roam If Instructed. IMO, all Spire ships in the Spire campaign should be set to Roam If Instructed :) |
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Thanks! * Fixed some general broken logic with beam weapons, because we had some variables named in a confusing way. This naming has now been fixed. ** Most recently, this has been causing coilbeam shots to do something like 93 damage when their base was 75k and they were supposed to be doing 18.7k damage per correct math. This is fixed now. ** But in general, this was causing certain non-coilbeam beam weapons to also do similarly way-too-low amounts of damage. It's hard to know if we had any ships using that particular other code path or not (it's possible not), but those ships were either doing way too much or way too little damage, and will now work properly. So if some other beam weapon seems way off, then this is likely because we had tuned it wrong because of this longer-standing bug. |
Date Modified | Username | Field | Change |
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Jun 17, 2021 10:22 pm | Chuito12 | New Issue | |
Jun 17, 2021 10:22 pm | Chuito12 | File Added: Spire tickle beams.savemet | |
Jun 17, 2021 10:22 pm | Chuito12 | File Added: Spire tickle beams.save | |
Jun 17, 2021 11:06 pm | Wuffell_1 | Note Added: 0062140 | |
Jun 18, 2021 12:56 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 18, 2021 12:56 pm | Chris_McElligottPark | Status | new => assigned |
Jun 19, 2021 7:56 am | Histidine | Note Added: 0062163 | |
Jun 19, 2021 7:56 am | Histidine | File Added: coilbug.save | |
Jun 19, 2021 7:56 am | Histidine | File Added: coilbug.savemet | |
Jun 19, 2021 8:15 am | Wuffell_1 | Note Added: 0062164 | |
Jun 19, 2021 1:57 pm | Lord Of Nothing | Relationship added | has duplicate 0025291 |
Jun 19, 2021 3:05 pm | Chuito12 | Note Added: 0062175 | |
Jun 20, 2021 9:13 pm | Wuffell_1 | Note Added: 0062198 | |
Jun 23, 2021 7:58 pm | Chris_McElligottPark | Status | assigned => resolved |
Jun 23, 2021 7:58 pm | Chris_McElligottPark | Resolution | open => fixed |
Jun 23, 2021 7:58 pm | Chris_McElligottPark | Fixed in Version | => 3.304 Coilbeams No Longer Tickle |
Jun 23, 2021 7:58 pm | Chris_McElligottPark | Note Added: 0062266 |