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The lag spikes get worse the longer you play, you have some kind of memory leak.
The 'glitch' effect makes lag spikes 10x worse while they're on screen - however you've implemented that effect is bad, kills the browser.
Lots of times you cannot attack things and no reason is given. By trial and error it seems each ship has a min damage it will accept, and if you have less than that attack, the UI just ingores your mouse clicks?
I selected the Wellness upgrade at 38 points that allows my home planet to be played for free, and the end turn button stopped working. Hovering over it, it said "select at least one planet to continue." My home planet was still in my draw pile. Still able to see tooltips, switch my research around, shot an enemy ship, etc., just can't end turn.
Interesting evolution on Planet Crafter.
Issue 1: The special resources in the upper-right corner of the "Production" panel don't seem to have names. For now, I'm going to call then "Ice Cubes", "Marijuana", and "Corinthium".
Issue 2: In the screenshot provided, I've selected a planet that has an Orbital Telescope, an Extractor, 1 Production, and 2 Marijuana. The Orbital Telescope says "Gives 5 bonus Science or Exploration whichever is lower (Nothing if equal)." The Extractor says "Gives +1 extra resource for each existing type on the planet". From these descriptions, I expect 2 Production and 3 Marijuana. Instead, I'm getting 1 Production and 5 Exploration. So, I don't understand what the Extractor is supposed to do.
Good catch on the resources not having names in game. I'll add a tooltip to each with that info. Essentially it is supposed to be Water, Biomass, and Metal so you basically got it.
I might need to clarify the extractor and resources better in game. The extractor gives an additional resource for each type on the planet. These aren't earned like points each time you play the planet and are more like a supply limit that can be drawn from and spent on advanced buildings and wonders. In your example the planet originally had 1 biomass and the extractor added 1 extra biomass to the planet (Which also adds 1 to the max supply in the production panel). Right now they are mostly useful for getting enough resources to build some of the production wonders. As we balance the game and add in T3 buildings though they should have more utility.
I unlocked the Health Tracking Station, THEN the "Tier 2 buildings cost 1 less production" Wellness bonus, THEN the Ammunition Factory. The DISPLAYED cost of the Health Tracking Station is incorrectly listed as 6 (it should be 5). Actually building it deducts the correct amount of 5. This is just a display bug, not a game logic bug.
Crisis > Disunion > Initial occurrence text > "Conflict amongst the scientists has led to disunity, each working on their own rather and pulling their efforts."
This looks like a speech-to-text error. The phrase should be "...each working on their own rather than pooling their efforts."
To be clear, replace "and pulling" with "than pooling".
Ammunition Factory appears twice in the technology tree.
More generally, these should probably be replaced with generic "T2 Unlocks". When a Wellness or Exploration event asks me to pick a Tier 2 building to unlock, I'm unable to open the tech tree to see if that building type is somewhere ahead of me in the tech tree.
Yeah, the Modular Farm building got replaced with a second copy of the Ammunition Factory. It is fixed for the next update.
Buildings offered in the other systems are only ones not already in the tech tree. There should never be any overlaps where you can get a building from Wellness, Defense, or Exploration that you would later get in the tech tree.
The following just happened in my game:
1) At start-of-turn, a Raider was at minimum hitpoints (meaning that only 1 click is needed to destroy the Raider, assuming sufficient Combat is available; I think this is 2 hitpoints, but I don't have the Raider in front of me anymore to double-check.)
2) I Locked in a selection of planets. The Raider stole 2 units of Production.
3) I clicked on the Raider to destroy it. The 2 Production it stole were NOT returned; the 2 stolen Production died with the Raider.
Oops, seems like the victory screen is popping up right away instead of waiting on the system message. I think we are going to try and just combine them into one though so that should solve the issue.
The full message is, "The enemy mothership has been obliterated. There are no more who dare to threaten your empire!"
"Crisis Response Center" - "Gives 3 Random Bonus per active crisis."
This building seems to have no actual effect.
I had 1 active crisis. I also had a planet with 3 Crisis Response Centers. I played that planet, expecting 9 random bonus. I did not get the 9 random bonus. It was as if the Crisis Response Centers were actually empty slots.
Before I report this next bug, I'm going to create a new type of notation for brevity. If I say "1!2/3/4/5/6", then I mean "1 random point, 2 Production, 3 Combat, 4 Wellness, 5 Science, and 6 Exploration". I might omit the first number and the exclamation point if there are no random points, but the other 5 numbers and 4 slashes will always be present. I might replace 0 with an underscore for easier readability.
So, "0/4/0/2/3" and "_/4/_/2/3" both mean "4 Combat, 2 Science, and 3 Exploration".
This is adapted from Starsector(*) notation, which frequently has to state bonuses that are hullsize-dependent: Frigate/Destroyer/Cruiser/Capital.
(*) ...made by Alexander Mosolov and others at Fractal Softworks....
(I admit that defining this new notation is absolutely overkill for this one bug report, but I get the feeling that it will come in useful, later.)
-----NOW WE GO ON TO THE ACTUAL BUG REPORT-----
"Mental Scheduling" - "Gives 1 bonus point for each type earned from planets."
I have a planet with 2 Mental Scheduling buildings and inherent 1 Production. I also have a planet with total output of 3/2/3/_/1. I also have Tactical Systems which gives 2 Combat if Combat is being made by selected planets. I selected both planets, expecting 6/6/5/_/3. I got 5/5/4/_/2.
In other words, multiple Mental Scheduling buildings are not stacking their effects; only the first Mental Scheduling on a given planet seems to do anything.
If this is intentional, then the description is missing one of the following two sentences:
"Does not stack with other copies of itself on the same planet." (In this case, consider preventing the player from building a second Mental Scheduling on a planet if a Mental Scheduling already exists on that planet.)
"Does not stack with other copies of itself played on the same turn."
Thanks for the report. This is actually part of an even bigger issue that I've been working on fixing that was preventing many of the building effects from activating twice on the same planet. Such as in this example where mental scheduling would properly apply the +1 to each type, but then the second just gets ignored. I think I have this fixed in the next update, fingers crossed.
I, somehow (and I do NOT know how) unlearned earlier steps in the technology tree. In this screenshot, pay close attention to the white bar animation for technologies that I can select to research next. I've added red arrows to the earlier technologies that I can now research next, and I've added green arrows to the later technologies that I've already researched. Notice the lack of the animated white bar on Launch Facility and the technology below it. I have several planets with Launch Facilities, already.
No, I didn't skip over intermediate technology. I researched the intermediate technology (the middle red arrow in this case), got the planet, researched later technologies, and then at some later point that "get another planet" technology became available for researching again.
It wasn't the only case in that game, either. Do you see that magnifying glass in the third column? "Get an extra slot on a planet"? In-between Mental Scheduling and Genetic Labs? I researched that twice in total. That is, I researched it once, then researched later technologies, and then the magnifying glass became available again, so I researched it a second time.
Note that this screenshot is annotated. The issue is with the leftmost planet. For clarity, when I say "strategic resource", I mean "Water, Biomass, or Metal" (what I previously guessed in a previous bug report as being "Ice Cubes, Marijuana, or Corinthium"). I say this to specifically distinguish them from the common resources: Production, Combat, Wellness, Science, and Exploration.
I wasn't taking careful notes during my game (I never do), but what I THINK happened is that a strategic resource got added to this planet by an Exploration event, and THEN I added an Extractor to this planet, and THEN a Technology added Biomass to a different planet, and THEN I noticed that this planet had an Extractor, but no strategic resource.
I can't be 100% certain of that sequence of events. What I can tell you with absolute certainty is that I did NOT build an Extractor on a planet that lacked a strategic resource at the time of the Extractor's construction. A strategic resource was there when I built the Extractor, and now it's gone.
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As a side note, I am enjoying the game, despite the growing pains. 8P
Version Alpha 0.2.1
There are two issues, here.
1) Obviously, the graphical glitch. "Wishlist Now!" overlaps the victory text.
2) One of the wonders seems to be unlocked by earning 50 Wellness. I assume that this is supposed to be a total gross gain of 50 Wellness (not counting the 1 to 5 Wellness decay per turn), but the Wonder is only unlocking at 50 net Wellness accumulated. This makes whichever Wonder it is completely pointless because by the time the player unlocks it, the player has already won the game.
I withdraw issue #2. I just unlocked the Arcology in a different playthrough.
Two issues, here:
First, the icons aren't parsing correctly, for some reason.
Second, Exploration missions require a lot of points to accumulate. This paltry payout is, objectively and factually, a waste of the effort: I get fewer points back from this event than I put into launching the mission, even if I were to accept the penalty of 5 Crisis Points. It is only slightly better than if an Exploration event said "You found nothing at all and came back empty-handed." It MIGHT be justifiable if it were giving me 12 points of storable Production because of how Production works.
1) On the Refugee event, the buttons "Some" and "All" are not clickable. I suspect it's because I don't have enough free slots for the refugee camps, but I don't know for sure. Only "None" was clickable.
2) Images are not parsing correctly, as per the last bug report.
3) This event may need to be redesigned entirely. I usually build Assemblers into free slots extremely soon after I get new planets.
Thanks for the report. I added this to the list. I'll have the tooltips fixed and include info on why the options are disabled if they are unavailable. It is as you said that you don't have enough free spots. It checks and disables the buttons if you don't.
As for redesigning the event that will probably happen when we change how the exploration system works.
The two options, here, highlighted when I moused over them. However, the explanatory tooltips didn't appear and neither option responded to being clicked.
The workaround was to click "Menu" in the upper left, then resume the game. Then I clicked "Subsidies (T2)" and the game continued normally.
In case it's relevant, the "Apply Tech" that's mostly obscured is in regards to "Tactical Systems", add 2 Combat when planets are already producing Combat.
The mouseover tooltip is hard to read, here. It might be better to just make this panel bigger and fit the description directly into the button.
(By the way, be advised that I've added a profile image to my account, recently. I mention this only so that you'll still recognize me from me earlier posts.)
Note the Exploration panel in this screenshot.
In this turn, I played two Biomass planets that each had 3 Orbital Telescopes and a little bit of Science, resulting in 30 Exploration points. This was so many Exploration points that it should have made two additional Missions available simultaneously, but it only gave me one additional mission, with Next Mission Progress being 24/19.