View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0014365 | The Last Federation | Bug - Gameplay | Apr 21, 2014 10:38 pm | Apr 22, 2014 3:06 pm | |
Reporter | Kalpa | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.002 (Tech Acquisitions And Planetary Attacks) | ||||
Fixed in Version | 1.003 (Permadeath Becomes Optional) | ||||
Summary | 0014365: The initial hull/shield bonuses remain until a save/load | ||||
Description | When you start the game, in the initial fight you have quite high hull/shield values. The values stick until you do a save/load, after which they become what I assume are the 'normal' values. I'm assuming this is not intended behavior. This has also been reported before (check 0014272) (this is also how my ship had 25 million shield in my first game after gaining a couple of techs...) | ||||
Tags | overpowered | ||||
Internal Weight | New | ||||
related to | 0014272 | resolved | keith.lamothe | shield and hull hp are randomly reduced |
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Hrhm. Still new to Mantis. Check "0014272"? "0014272" 0014272 ... I give up. Have to head to work anyway. A-ha! I added a relation and got something good out of it. Although it probably should be a duplicate, not related to. Now off to work I go. |
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I don't think this is just an issue with the player ship having extra Hull and Shield during the first mission, coupled with an odd save/load trigger to remove that. The player ship descriptions say that different ships should have different stats, but this is not the case in game. I've tested each of the starting ships and they all have the same Hull and Shield values, with and without the reduction after reload. Initial Stats 189,000 Hull 166,400 Shield After Reload 108,675 Hull 27,040 Shield I cant say for sure that everyone is experiencing this issue, but I have yet to hear anyone definitively say that they are not. |
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For 1.003: * Fixed a bug where the beginning-of-combat logic that creates the player's ship object was using sometimes using stale precalculated values. In tests today this resulted in hull/shield strength maybe 15% too low. It now recalculates those values just before that operation. * Fixed a major bug where the "when loading a game, regenerate the player ship's stats to account for any balance changes in updates since the game was saved" logic was actually using radically different stat-computation logic than what is normally used whenever a new ship design is created. ** This was causing massive drops in hull/shield health when saving and loading mid-combat. Thanks :) |
Date Modified | Username | Field | Change |
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Apr 21, 2014 10:38 pm | Kalpa | New Issue | |
Apr 21, 2014 10:38 pm | Kalpa | Note Added: 0036406 | |
Apr 21, 2014 10:40 pm | Kalpa | Tag Attached: overpowered | |
Apr 21, 2014 10:41 pm | Kalpa | Note Edited: 0036406 | |
Apr 21, 2014 10:42 pm | Kalpa | Relationship added | related to 0014272 |
Apr 21, 2014 10:43 pm | Kalpa | Note Edited: 0036406 | |
Apr 22, 2014 10:58 am | Chris_McElligottPark | Assigned To | => keith.lamothe |
Apr 22, 2014 10:58 am | Chris_McElligottPark | Status | new => assigned |
Apr 22, 2014 12:03 pm | Dredrick | Note Added: 0036443 | |
Apr 22, 2014 12:15 pm | Dredrick | Note Edited: 0036443 | |
Apr 22, 2014 3:06 pm | keith.lamothe | Internal Weight | => New |
Apr 22, 2014 3:06 pm | keith.lamothe | Note Added: 0036457 | |
Apr 22, 2014 3:06 pm | keith.lamothe | Status | assigned => resolved |
Apr 22, 2014 3:06 pm | keith.lamothe | Fixed in Version | => 1.003 (Permadeath Becomes Optional) |
Apr 22, 2014 3:06 pm | keith.lamothe | Resolution | open => fixed |