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1.18 Bug Report

 
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1.18 Bug Report - 1/31/2013 5:56:52 AM   
tsnouffer


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Joined: 7/7/2012
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A friend and I have been playing through the 1.18 release. We have a number of bugs/issues we're compiling, but there are three I wanted to bring up now.

1) We were playing MP with Foot Cautious Movement enabled. The mechanic shows the correct +1 AP cost for cautious movement, but upon that player's next turn the remaining APs are such that the normal, non-cautious cost was charged. For instance, if my unit started with 7AP and did a cautious move, 5APs would be shown as left after the move. After my opponent took an action and it was my action again, it would then show 6AP.

2) We had Random Unit Quality tuned off, but we had units labelled with various quality and altered values for FP, AP costs, etc. All the units should have been Regular I believe.

3) We were playing the Crossfire firefight. Not sure if this is unique to this firefight, but when it came time to place reinforcements, the placing player at times had an unlimited range for placing the units. Not just the normal placing hexes defined by the firefight. See the screenshot below.




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< Message edited by tsnouffer -- 1/31/2013 5:57:10 AM >


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RE: 1.18 Bug Report - 2/13/2013 5:30:04 AM   
tsnouffer


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quote:



2) We had Random Unit Quality tuned off, but we had units labelled with various quality and altered values for FP, AP costs, etc. All the units should have been Regular I believe.



Played MP again tonight with random unit quality off and the problem persists. Not that I think it has been addressed, but mentioning it again because it really bugs me and I'm cranky. (and it hasn't been acknowledged as a problem yet)

Also, getting errant smoke interference where units clearly outside the smoke area are being affected. Seen this on a few occasions. Example in image below where a unite not in or near smoke gets impacted by it.



Finally, some counter artefacts are staying on the board when the should be removed. For instance, one of my units did a hasty defense and was later hit. He had counters representing each attached to him. Later he was killed. The unit counter disappeared, but the hasty defense and hit counter remained. Image below.



Love the game, but I wish . . .

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RE: 1.18 Bug Report - 2/14/2013 7:03:01 PM   
MillertimeRC

 

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I was Ty's opponent in that second post and would like an answer on this. From my point of view, the shot was listed as "Impossible Shot" before I clicked it. I could not understand why it would be so.. that's an LMG at a range of 4 across open terrain. What really bothers me on this case is that target hex is the central objective in this scenario - and no matter where I was or with what unit I tried the mouseover said "Impossible Shot".


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RE: 1.18 Bug Report - 2/14/2013 11:30:22 PM   
tsnouffer


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I think you totaled 15 too, which would have been a hit.

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RE: 1.18 Bug Report - 2/15/2013 12:23:04 AM   
RockKahn

 

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quote:

ORIGINAL: tsnouffer

3) We were playing the Crossfire firefight. Not sure if this is unique to this firefight, but when it came time to place reinforcements, the placing player at times had an unlimited range for placing the units. Not just the normal placing hexes defined by the firefight. See the screenshot below.


This happened to me in this same firefight playing as Germans VS AI.

I reported this bug, also, a couple of months ago. Must be on the TODO list, yet.


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RE: 1.18 Bug Report - 2/20/2013 1:05:54 AM   
MillertimeRC

 

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Are we going to get an answer on this - or at least a response? This is a potentially game breaking bug and I expect more from Matrix support.

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RE: 1.18 Bug Report - 2/20/2013 1:30:19 AM   
ericbabe


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Thank you for the reports. I have been looking into these issues.

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