A20 Bugs / Issues [Discovered after playing 250 Hours]

Falcon197

Refugee
First of all, I'd like to say I've taken a look through the public bug list spreadsheet and skimmed a bit of the bug threads.  I'm fairly certain none of the 17 issues I'm about to list off have been reported previously.  I also believe that reporting these this way makes more sense than filling out 17 individual bug reports or spam posting as many threads, especially since most of this isn't stuff that requires full repro step outlines.  Hopefully the info included below makes up for me being a little lazy with the report formatting.

Second, the purpose of this post is more to share info versus seek a fast resolution.  A few of these issues may not actually be bugs and are disclaimed accordingly.  Treat this as 411 for potential hotfixes or something that can be pried into by QA and if anything here merits a separate thread and more details, I'm glad to do that.

Third, here's a little info on the game settings and world being used:

RWG, 6k x 6k - originally gen'd in A20 experimental release build.  Updated to continue running on b238.  Some mods that add guns and additional blocks (namely doors / windows), plus a few extra recipes for food and consumables.  No total conversion mods were used, nor was anything applied that drastically affects the base game XMLs or .dlls

Everything compiled was also experienced by all 3 of the other players in my world.  None of the issues appear to be client-based.  So it either happened for all of us, or we didn't log it.

Here's the list:

1) A sound bug from A18 has returned, where the subtle ambient sound FX that can be heard in sleeper volumes (zombies breathing / snoring) occurs in POIs that have been fully cleared, land claimed, and bagged.  I have confirmed the absence of any stray sleepers using debug mode.  Still the sound plays like they're there.

2) Boar attacks cause infection.  If this is a feature, none of us encountered in any previous alpha.

3) Less a bug, more a design fault.  The 2D outlines on the imposter / LODs for certain pine trees are plainly visible when at elevated positions:

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4) X-trusses break in Trader Jen’s post on the water tower when you jump on them

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5) Trees spawn in the middle of the roads on asphalt; no dirt underneath when the tree is cut down

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6) Another design issue.  Grass imposters / LODs appear badly oriented on slopes, in a way that makes the distance objects look fakey

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7) Some textures don’t auto-orient correctly on certain shapes – may have to do with the shapes’ global orientation not being aligned

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8] Airdrops are empty in the early game – due perhaps to modified loot abundance?  Our game is set to 75% but the first 6 airdrops discovered were totally empty

9) Potatoes and pumpkin don’t return any seeds when harvested, even with full LoTL upgrades

10) Many named / labeled crates and small weapons bags are empty when looted

11) If all player inventory slots are full, placed frame blocks cannot be collected without vacating an inventory slot, even if the player has a partial stack of frames to add the placed frame to

12) Weather shows differently for each client and fluctuates randomly based on a player’s location – full on changes when walking over random ground; rain stops, sun comes out, then reverts 5 steps later

13) Phantom marble blocks now appear on certain doors or other animated objects in the world and disappear when the door is used or after about 10 minutes following the initial load-in

14) Every Crack a Book box (8) and hidden stash (15) discovered in our world has been empty; all were looted by 2 different players with LL4 and >50 loot state.  There are also instances with new loot container types being empty (crate with ropes on it)

15) Random groves of trees flash invisible in the player's peripheral view or at random when moving between chunks – colliders remain and trees can be hit but there is no visible mesh

16) Sound effects from forges / campfires / chem labs do not resume after leaving and returning to the chunk; everything turns silent

17) Visible block seams in the cobblestone texture; these are basic blocks

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Happy to go into more detail on any of the above, or submit an individual bug report if something seems like it should go there.  My main goal, apart from sharing what's been found, was to see if anyone else has noticed this stuff, as it doesn't appear in other threads or in the public bug logs.

Cheers.

 
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