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IDProjectCategoryLast Update
0016069The Last FederationBug - GameplayJan 21, 2015 12:28 pm
ReporterCeorl Assigned Tokeith.lamothe  
Severitymajor 
Status feedbackResolutionopen 
Product Version2.008 (Cumulative Hotfixes) 
Summary0016069: Black Market "Space Outpost - Personal Development" Bug
DescriptionJust started playing the game, found what appears to be a bug, and I couldn't find it listed in the forums or here. Posted here as requested in this thread: http://www.arcengames.com/forums/index.php/topic,15336.0.html

Basically, my plan was to build an outpost on my downtime, halt production to jump to varying to hotspots when needed as suggested in the "Cancel Dispatch" command during the Dispatch phase. However, I have confirmed that if you quit the game and reload the timer is reset and all development on the Outpost is lost.
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keith.lamothe

Jan 6, 2015 9:14 am

administrator   ~0039826

I thought I could track down this one without a save but it turns out to be significantly more complicated than that. I don't think this particular function is even supported by the engine in the way that was thought by the person adding this contract, but I could be wrong about that.

So a save would let me see it in a concrete case and be able to tell one way or another :)

starcleaver

Jan 21, 2015 12:28 pm

reporter   ~0039869

Last edited: Jan 21, 2015 12:35 pm

I can, for what it's worth, confirm this bug. While I could provide a save, I am at work at the moment and can't do so right now. That said, I'm not sure a save would help, in that a save where the outpost progress has been wiped out would simply look like no attempt to build an outpost had even been made.

In case it's needed, the steps below will reproduce the problem pretty reliably and correspond to my direct experience/behaviors in the game that resulted in the bug.

1. Head to the black market, save your game, and then start work on a personal manufacturing outpost. At the beginning of a normal difficulty game, the fresh start of an outpost dispatch mission should take 144 months to complete.

2. Run the outpost dispatch for, say, 20 months. (note that the mission dispatch tool-tips on the space map specifically state that progress made on an outpost should be retained if you cancel it and come back later)

3. Save your game again as a separate save, and cancel the dispatch either by doing so manually or by, for example, running a quest that is sitting in your quest queue (which, when the quest mission is accepted, results in an automatic cancelling of the dispatch mission without giving you the mission dispatch summary screen).

3a. If you cancelled the dispatch mission manually and not by starting a quest mission, then go do something; in this case, fly to a planet, and take a pirate base attack mission.

4. Once the quest mission or pirate base attack mission is complete, return to the black market and save your game a third time. Now resume work on your manufacturing outpost; you should see that in this case, without reloading anything, you'll likely pickup where you left off in terms of progress. If you put in about 20 months of work for the dispatch then you should have around 120 months left to go now.

5. At this point, go ahead and quit the game, either to the main menu, or entirely. Then, get back in and reload your third save; the one you made just before resuming progress on the outpost dispatch mission.

6. Now that you're back in game from your third save, try to resume progress on your outpost dispatch mission. You should see that this time, you'll end up with it requiring a full 144 months again to be completed.

As stated above, I can provide a save when I'm home, if it's still needed. Also note, this bug becomes even more bizarre when construction goons have been hired by the player, and are involved in the process, particularly if you don't cancel the dispatch mission manually, but instead take a quest you have sitting in your quest log, which halts the mission as well. I can get into that here if needed, but I figure the above is more than enough for now.

Issue History

Date Modified Username Field Change
Dec 8, 2014 4:19 pm Ceorl New Issue
Dec 8, 2014 5:58 pm Ceorl Product Version 2.0! => 2.008 (Cumulative Hotfixes)
Dec 8, 2014 10:34 pm Chris_McElligottPark Assigned To => keith.lamothe
Dec 8, 2014 10:34 pm Chris_McElligottPark Status new => assigned
Jan 6, 2015 9:14 am keith.lamothe Note Added: 0039826
Jan 6, 2015 9:14 am keith.lamothe Status assigned => feedback
Jan 21, 2015 12:28 pm starcleaver Note Added: 0039869
Jan 21, 2015 12:35 pm starcleaver Note Edited: 0039869