Ziktofel / Archipelago

Archipelago Multi-Game Randomizer and Server
https://archipelago.gg
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Bug: Compiled bugs from beta async #157

Open MatthewMarinets opened 7 months ago

MatthewMarinets commented 7 months ago

What happened?

Pro tip: start a line with - [ ] and it will turn into an empty checkbox (- [x] for a checked checkbox)

What were the expected results?

Fixes

Software

While playing

Salzkorn commented 7 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.

Ziktofel commented 7 months ago

you can obtain Dark Archons in two ways: Dark Archon item or DT + Dark Archon Meld

Magnemania commented 7 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.

Also received Close Zerg Rescue as I approached it, rather than after rescuing the units.

Magnemania commented 7 months ago

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.

image

Magnemania commented 7 months ago

image

Hyperion (With Friends Like These) should probably be given a really high selection priority.

AliceVoltaire commented 7 months ago

My Day 2 bug reports:

Matiya-star commented 7 months ago

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. image

Salzkorn commented 7 months ago

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. SC2_x64_6GLAVVh4iv SC2_x64_0B2XQFgXCu For the below one I accidentally picked it up before taking a screenshot SC2_x64_529nh2qa8A SC2_x64_eTklA0Cb1U SC2_x64_o2q6ZgI4sp

MatthewMarinets commented 7 months ago

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.

MatthewMarinets commented 7 months ago

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

MatthewMarinets commented 7 months ago

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. Screenshot2024-02-04 03_53_16 Screenshot2024-02-04 03_54_48

EnvyDragon commented 7 months ago

(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)

MatthewMarinets commented 7 months ago

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

Bicoloursnake commented 7 months ago
MatthewMarinets commented 7 months ago
Magnemania commented 7 months ago

image Mind controlling units in The Growing Shadow does not count as killing them for the purpose of this objective.

EnvyDragon commented 7 months ago
Salzkorn commented 7 months ago
Bicoloursnake commented 7 months ago
Salzkorn commented 7 months ago
Magnemania commented 7 months ago
Bicoloursnake commented 7 months ago

Ghosts in the Fog: Player's mechanical units and buildings are not repaired by Reconstruction Beam

Misunderstood SOA settings, not a bug

Bicoloursnake commented 7 months ago
Ziktofel commented 7 months ago
  • [ ] 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

Salzkorn commented 7 months ago
  • [ ] 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.

Ziktofel commented 7 months ago

@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)

Ziktofel commented 7 months ago

@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 commented 7 months ago

@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.

AliceVoltaire commented 7 months ago

second round of compiled bugs:

MatthewMarinets commented 7 months ago

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.

Ziktofel commented 7 months ago

@AliceVoltaire Did you update the data? As Templar's Return was fixed in https://github.com/Ziktofel/Archipelago-SC2-data/commit/230d0cab5b6f1af6f1a6e8d2be5cfc0e6ef4beba

Bicoloursnake commented 7 months ago

@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.

Bicoloursnake commented 7 months ago
Ziktofel commented 7 months ago
  • [ ] 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