Open MatthewMarinets opened 9 months ago
Adding onto this: On Fire in the Sky, I got the North Zerg Rescue as I approached it, rather than after rescuing the units.
you can obtain Dark Archons in two ways: Dark Archon item or DT + Dark Archon Meld
Adding onto this: On Fire in the Sky, I got the North Zerg Rescue as I approached it, rather than after rescuing the units.
Also received Close Zerg Rescue as I approached it, rather than after rescuing the units.
The new locations on Harvest of Screams are listed as Vanilla rather than Extra. None of these new locations provided metaprogression in the original campaign and the vanilla Ursadon locations already hit the target of 3 locations.
Hyperion (With Friends Like These) should probably be given a really high selection priority.
My Day 2 bug reports:
[ ] On both Sky Shield and Amon's Reach, the Spear of Adun Orbital Strike cutscene (about a minute into each mission) does not have the Orbital Strike lasers like its supposed to. The enemies just kind of explode and its underwhelming.
[x] On Sky Shield, the Moebius Corps AI is named "Computer 2" instead of "Moebius Corps".
[ ] On Sky Shield and Spear of Adun, the worker rally point from the starting Nexus is not set from start.
[x] On The Escape, I'm able to Blink into this room, but I cannot walk over to the other side of the room due to an invisible wall. Might be worth removing that wall, as it would open up some interesting Blink flanking strategies.
Torrasque Ultralisk don't leave a coocon, and instead just leave an unselectable invisible corpse on the ground. Ultralisk never revives.
Mission: Phantoms of the Void Upgrades: Torrasque Strain Ultralisk, do not have ultralisk unit unlocked.
On Back in the Saddle with Hard difficulty and cutscenes off, there's a bunch of restoration charges that shouldn't be there. This probably affects Brutal too, and Brutal removes a few more charge stations. For the below one I accidentally picked it up before taking a screenshot
On Sky Shield and Spear of Adun, the worker rally point from the starting Nexus is not set from start.
This is an issue on Forbidden Weapon as well.
On Back in the Saddle with Hard difficulty and cutscenes off, there's a bunch of restoration charges that shouldn't be there. This probably affects Brutal too, and Brutal removes a few more charge stations.
Didn't see this problem on Brutal difficulty with Kerriganless / grant story tech
Interesting one: On Purification, the Purifier attack wave was just weak, and didn't manage to clear the bottom left. Once the last instigator I was aware of died, I just permanently had vision of that area (I'm assuming something went wrong with an actor). I also notice some sentinels in a purifier spawn point I haven't unlocked yet, not sure if they're there in vanilla.
(spitballing: should we have like, an AP behavior controller unit that applies co-op/mapwide behaviors to all of a player's units and allied units? would save some pain especially if we start adapting some of the weirder co-op stuff)
spitballing: should we have like, an AP behavior controller unit that applies co-op/mapwide behaviors to all of a player's units
My instinct is code generation in the map build script, but I'm a tools developer and metaprogramming / code generation is my favourite solution to everything
[x] Back in the Saddle: On Brutal, the tram engines start with 150 health each, but the global health bar in the top left has them at 200 each, so it starts with 25% health knocked off on the health bar at start.
[ ] In Utter Darkness: The instant die button on In Utter Darkness is available at the beginning of the mission and sends the defeat condition before you get the required number of kills (in vanilla, you cannot clear the mission until you get the prerequisite number of kills).
[x] Missions that have Kerrigan and SOA: Using one of the SOA 'pause' abilities (Orbital Strike, Temporal Field, Solar Lance, etc.) while Kerrigan is respawning will prevent her from respawning (this was also previously an issue with Nova, but that has been fixed)
[ ] Amon's fall logic is probably too loose without economy upgrades. Vanilla gives you better Overlords, Twin Drones, and Auto Gas to let you get on the map quickly to prevent Amon from building up too much. Without those upgrades, you need quite a bit of punch to break through.
[ ] Enemy Intelligence: I orbital striked a ghost on to the beacon for the garrison just north of base, and that ghost decided to hang out on the beacon instead of actually joining the garrison (though it did count towards the garrison score)
[ ] Maw of the Void (potentially Safe Haven too): Whatever this is https://www.youtube.com/watch?v=ff8JCZJdd6Q
[ ] Amon's Reach: Overseer and Spore Crawler Detection radii do not correctly appear when DTs are actively selected.
[x] A Sinister Turn: Avengers do not properly recall to the Dank Shrine just outside the Main Base.
Mind controlling units in The Growing Shadow does not count as killing them for the purpose of this objective.
[ ] Harbinger of Oblivion: Kerrigan's forces are not protected by Shield Overcharge like they are in Vanilla
[ ] Brothers in Arms: Neither Raynor's nor Valerian's troops are protected by Shield Overcharge (not sure if you can actually have shield over charge by this point in vanilla, so don't have the same point of reference
[ ] Salvation: Allies didn't receive shielding from shield overcharge.
Ghosts in the Fog: Player's mechanical units and buildings are not repaired by Reconstruction Beam
Misunderstood SOA settings, not a bug
- [ ] Armored Suit Module (Nova Suit Module) is missing a buff icon on Nova
This one has a problem as it's split off Jumpsuit (in vanilla Jump Suit has both the speed, jumping and highest HP/Armor) You'll notice this if you have higher Nova HP
- [ ] Armored Suit Module (Nova Suit Module) is missing a buff icon on Nova
This one has a problem as it's split off Jumpsuit (in vanilla Jump Suit has both the speed, jumping and highest HP/Armor) You'll notice this if you have higher Nova HP
I absolutely did not notice it and was very confused as to why I was regenerating out of combat. If it was just bonus stats it would be one thing, but the regeneration really needs to be explained somewhere.
@Bicoloursnake Shall we remove Kerrigan Presence option option_not_present_and_no_passives
or fail to generate if Epilogue is present? (Amon's Fall)
(or another solution)
@MatthewMarinets Ain't this:
Piercing the Shroud Freeing the brutalisk doesn't update the doodad, and it can be spawned again (--Phanerus, --Sheen)
tied to Cutscene skip option?
@MatthewMarinets Ain't this:
Piercing the Shroud Freeing the brutalisk doesn't update the doodad, and it can be spawned again (--Phanerus, --Sheen)
tied to Cutscene skip option?
Yep, I had skip cutscenes and no_force_camera turned on. I can't speak for Sheen but I expect the same for him. Being able to respawn the brutalisk was information from Sheen, I didn't confirm it.
second round of compiled bugs:
[ ] Brothers in Arms, Trouble in Paradise do not have worker rally set on start.
[ ] On Flashpoint, Nova does not drop a nuke in the opening cutscene.
[ ] When selecting Nova without Superstim, with a unit that has regular Stim, it shows Nova as having Superstim.
[x] On Templar's Return, the Protect Alarak timer is covered by the AP message box.
[x] On Enemy Intelligence, if you let the opening cutscene play out, the Factory and Barracks do not start in their correct spots. Unskipped: Skipped:
When selecting Nova without Superstim, with a unit that has regular Stim, it shows Nova as having Superstim.
This is filed separately under #163 to give some more details on expected behaviour / implementation ideas.
@AliceVoltaire Did you update the data? As Templar's Return was fixed in https://github.com/Ziktofel/Archipelago-SC2-data/commit/230d0cab5b6f1af6f1a6e8d2be5cfc0e6ef4beba
@Bicoloursnake Shall we remove Kerrigan Presence option
option_not_present_and_no_passives
or fail to generate if Epilogue is present? (Amon's Fall)(or another solution)
I think it would make sense to force passives on for Amon's Fall with a warning message. I think it also makes sense to require either Twin Drones or Automated Extractor for standard tactics (with the acknowledgement that they would need to be made progression items). It's certainly possible without either of these, but it's rough enough (even with broodlords or ultras) that it probably should be restricted to advanced tactics.
- [ ] Protoss General: High Archon and High Templar do not have the same selection priority (for example, Annihilators appear between them when all three are selected).
Upgrades don't shuffle the orders for now
What happened?
Pro tip: start a line with
- [ ]
and it will turn into an empty checkbox (- [x]
for a checked checkbox)with solar lancedoesn't give the check (--ProfBytes)parent_item
(--Phanerus)General Zerg Twin Drones don't use the twin drones / zagara skinIgnore, we have other ideas that would use other drone skinsWhat were the expected results?
Fixes
Software
While playing