This post is to organize new bugs and issues found in the 2nd beta of 0.9.9.9.
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Various audio issuesIn addition to certain sounds having defaults that have always ignored any new sound you try defining for them in the sound.lua and now audio.lua files (such as the Nightmare Cacodemon and Lava Elemental projectiles using the default fireball sound regardless of what you put in for them, or the Revenant's projectile using the Rocket Launcher's sound even if you try giving it a different sound), I have found new sounds that ignore what you set for them.
*The Shambler's projectile now always uses the default fireball sound, ignoring what you set it for it in the audio file.
*All melee weapons use the default fireball sound when attacking with them, not only ignoring what you set for them but also the default sounds that were already assigned to some of them.
*Activating levers uses the powerup sound, rather than what you set for them nor the default switch sound (this does not apply to levers in special levels however, which are correctly using the switch sound).
One other minor audio issue is when releasing the Shamblers in Hell's Armory and Deimos Lab, their act sound upon releasing is distance-based. This is fine for Deimos Lab when you're right next to the spot they spawn when hitting the lever to release them, but in Hell's Armory, since the Shambler is released on the other side of the map, you don't hear it at all. Maybe you could argue it's better this way, but previously this sound wasn't distance-based.
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Warning messages are not coloredSelf-explanatory, warning messages for when your armor is damaged/destroyed, when a nuke countdown is happening, or simply from killing everything on the level, are no longer colored. You can see a screenshot of it in this
Discord message.
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If an item's name gets too long, it'll take up two lines of space in your inventory menu, and push other items off the screen.Also self-explanatory, you can see a screenshot of it in this
Discord message.
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If a run earns enough unique medals to earn one of the Heroic badges, you won't be awarded said badges until the next run you complete.So like with the Technician badges, it appears the Heroic badges are also bugged to not be awarded on the actual run you earn them in, with the game instead giving them on your next run you complete, as seen in this
Discord message. I assume this issue will also apply to the Armorer badges.
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You are unable to equip autoequip weapons from the ground if you are already holding another weapon, even if you have inventory space for it.Yet another self-explanatory issue, you can see a screenshot of it in this
Discord message.
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Gunrunner's autofiring is bugged.
So with the new JH targeting opening up the possibility to control Gunrunner's autofiring when running instead of only firing at the closest enemy, I thought to try testing if it worked that way now... only to find that Gunrunner's autofiring doesn't work at all. You'll run, and the targeting cursor will go to the closest enemy if you have it targeting a different enemy, with no firing happening. And even if you were pre-targeting the closest enemy, it still doesn't autofire. A pretty crippling bug that needs to be fixed ASAP (and hopefully Gunrunner will gain control over where its autofire shoots when that is fixed).
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If you reload a save, when you run -> wait with enemies revealed, you cannot stop it manually.Normally, if you do run -> wait when enemies are revealed from a Tracking Map or the enemy revealed mechanic, you are able to interrupt it before whatever max wait time you have set in your config file. However in the current beta, if you save and then reload it, you are unable to stop it until an enemy gets in your vision or it hits the max wait time, and any inputs you do try inputting seemingly get "buffered" to get inputted immediately after you reach the max wait time. Weirdly this bug seems to only be present when you reload a save, as I have not encountered it on any run before saving.
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Cerberus Boots have a flat 50% plasma resistance, rather than giving +50% resistance to the base boots with a cap of 100%.Not a bug, but something I noticed when making Cerberus Plasteel Boots, they had 50% plasma resistance rather than 60%. This isn't a big deal in this particular instance, but the main reason I bring it up is if you were to make Cerberus Boots out of the new Blood Boots, the resulting Cerberus Blood Boots would have 50% plasma resistance rather than 100%, which makes no sense. Since the only other moddable boots with any plasma resistance is Plasteel boots, this change would mainly just allow you to make Cerberus Blood Boots that retain their blood immunity (and make Plasteel boots a slightly better option for Cerberus Boots, which isn't a bad idea to help differentiate the resulting Cerberus Boots based on which boots you use, as otherwise they're all identical aside from Cerberus Gothic Boots having 200% durability).
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Blood Boots (almost) cannot be obtained outside of A100/666I noticed in the source code that Blood Boots have a minimum depth of 25, which considering boots cannot spawn in vaults, this make Blood Boots almost unobtainable outside of A100/666 (I say "almost", because you can obtain them in Lava Pits/Mt. Erebus since item spawns there are based on floor 25, but your chances are very low that you'll get them there). I imagine this was intentional, given blood is primarily an A100 feature, with its only standard game appearance currently being in Limbo and rarely in caves on UV/N!. However, making Blood Boots an almost A100 exclusive makes it a particular pain in the ass for the Armorer badges, as now you cannot possibly get Armorer Gold without playing A100 or getting very lucky in the one special level you can find them, which isn't a big deal, but the bigger pain comes in that you now wouldn't be able to get Armorer Diamond without playing A100 at least three times (and likely more as you can go entire A100 runs without ever finding the Blood Boots), or otherwise getting very lucky with them spawning in Lava Pits/Erebus three times. And Blood Boots could still be useful in the standard game, so being able to get them if you're lucky could be nice (whether to make Limbo easier or as a life saver if you get a really bad late blood cave on UV/N!). A minimum depth of 17 or even 20 for the Blood Boots can work. If these boots must be kept an A100 exclusive, I wouldn't mind the Armorer badges being overhauled however to be less of a pure grind.
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The following aren't bugs/issues, but a couple more balancing ideas.
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Lessen the speed penalty on heavy boots.A new mechanic added is fluids slowing your movement down by 20%. I like this change, but I think this change is excessively punishing on heavy boots that were given a big movespeed penalty to previously compensate for their ability to run through fluids with little to no damage, back when there was no speed penalty from fluids. For example, when playing a Scout wearing Cerberus Boots with no Hellrunner, you will have an abysmal 1.48 second movement speed in fluids with no armor on (or armor with no speed bonus/penalty), and an abominable 1.77 second speed when wearing Red Armor that wasn't agility-modded on top of those boots (better hope there's no speedy enemies around or you might get triple-attacked). And of course those numbers would be even worse for the Marine and Technician, while if the N! enemy speed bonus is added back on top, maybe a quadruple attack could be possible... As such, I propose the following move speed adjustments:
Gothic Boots: -15% -> -10%
Environmental Boots: -25% -> -15%
Enviroboots: -25% -> -15%
Lava Boots: -30% -> -20%
Cerberus Boots: -30% -> -20%
I'll also note that these new values still make these boots slower in fluids than they were in versions prior to the fluid-slowing moving mechanic, and they're still slow enough that you would rather wear movement-boosting boots normally, even after agility-modding them (-10% speed Cerberus Boots vs +25% speed Tactical Boots is no contest for what you want to be wearing at all times).
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Buff Tough As Nails to give +5% inherent energy resistances per level in addition to +1 inherent protection, nerf the Marine's inherent energy resistances to 10%, nerf Berserk's resistance bonuses to +50%, change Vampyre's SoB block to TaN, and change Malicious Blades' TaN block to Badass or SoG.This is several different things but I'm putting them all under the same entry, as they're tied together, addressing TaN being an underpowered trait whose block means little to any mastery that blocks it, a requisite Marine nerf that would be needed if TaN is buffed to keep Marines from getting too tanky, addressing the overpowered defenses granted by Berserk and the Berserker trait, and a way to farther nerf the currently broken Vampyre, while giving the currently underpowered Malicious Blades something. I wrote up a big post explaining the rationale behind these changes in the
JH Discord, but in case the person reading this isn't in the JH Discord or don't want to open Discord up, I'll repost it here under the following spoiler tags:
Wondering if Tough As Nails could get buffed. It's the basic trait i pick least by far, and I find it to be a "whatever" block for nearly every mastery that blocks it, while Ironman is the usually more useful filler defensive trait. Aside from general "offense > defense", some particular issues with it:
*1 point of protection matters little against bigger enemies, unless you already have such good armor that you can reduce their attacks down to around 5 or less damage.
*It is applied separately from your armor in damage calculation, which means TaN does not reduce the damage your armor takes, unlike inherent resistances will.
*TaN1 literally does nothing against plasma damage, since it's applied separately from armor (meaning it can't stack on armor with odd value protection to save an extra point of plasma damage) and gets rounded down to 0. TaN3 additionally provides no extra benefit against plasma, since it still can't stack with armor and will get its protection rounded down to 1.
*If you have good enough armor to reduce damage to 1, then any additional levels of TaN does nothing.
Just letting it stack properly with worn armor in damage calculation could be an idea to help address issues 2 and 3, though I don't know if that would be a pain to program, and it would also buff enemies that find armor, which could be either good or bad depending on how you see it (though that would only apply when a Hell Knight finds a Green Armor or another 1/3 protection armor, as now it would take 1 less damage from plasma hits, other enemies that can wear armor already have even value inherent protection and so gain no benefit from it). Another idea is to take a page from Ironman's buff and have each level of TaN give you +5% inherent energy resistances in addition to +1 protection, which will let it make more of a difference against the big hard-hitting enemies, help reduce the damage your armor takes, and will make TaN1 + 3 actually matter against plasma damage. If the latter idea was to be implemented, you would need to nerf the Marine's inherent energy resistance to 10%, or at least 15%, which would end up serving as a slight indirect nerf to Ammochain (which is blocked TaN).
I'm also thinking berserk's resistances could be nerfed to +50% rather than the +60% it is now. Aside from +60% being a weird number, Berserker itself is a very powerful defensive trait without even considering the offensive benefits of berserk; take any hit that deals 16 damage or more, you automatically reduce it by at least 60% (which stacks with whatever armor resistances and other inherent resistances you have), while you then get 20 actions performing all actions 50% faster and will reduce any farther damage by 60% during those actions (while getting even more berserk actions if you take any subsequent hit that deals 16+ damage), which you can utilize to kill the threat(s) much easier or escape without depleting your tactics. It's so good that in A100 and Nightmare runs, I find it well worth going out of my way to get Berserker shortly after I get my mastery + WK2 even if I'm not intending to use melee (though since berserked melee is so strong, having a competent melee sidearm is always handy). Reading old forum threads, I see once upon a time, berserk's resistances were briefly +50% after being nerfed from whatever it was prior, but people freaked out about melee being "nerfed too much" and so it was made +60%, don't know if people overreacted as I wasn't around for those early versions, but in current DRL, I think +60% resistances is too strong and melee would still be very powerful with berserk resistances toned back down to +50%. This would partly help Malicious Blades being grossly outclassed by Berserker too (though I think Malicious blades would still need help to be worth not being able to get Berserker).
If you implemented the TaN buff, the Marine inherent resistance nerfs, berserk's resistance nerf, and then changed Vampyre's SoB block to TaN, that would go a long way to reign Vampyre back in, without hurting the other non-Ammochain Marine builds. For some number crunching, with 10% inherent energy resistances + 50% berserk resistances + 12% fire resistance from a Nanofiber Red Armor, berserked Vampyre would have 60% acid and plasma resistances in addition to 72% fire resistance. This results in the following new damage calculations
*An Archvile zap gets reduced to 4 damage (currently it deals 1 damage)
*An average Revenant and Mancubus rocket gets reduced to 2 damage (currently 1 damage), and max damage Revenant/Macubus rocket gets reduced to 5 damage (currently 1 damage)
*An average Cyberdemon rocket gets reduced to 4 damage (currently 1 damage), and max damage Cyberdemon rocket gets reduced to 8 damage (currently 1 damage). This damage calculation also applies to intentional facerockets to trigger Berserker.
*An average Baron acid ball gets reduced to 3 damage (currently 1 damage), and max damage Baron ball gets reduced to 6 damage (currently 2 damage)
*An average Hell Knight/Cacodemon plasma ball gets reduced to 2 damage (currently 1 damage), and a max damage plasma ball gets reduced to 4 damage (currently 1 damage)
*An average Shambler bolt gets reduced to 4 damage (currently 1 damage), and max damage Shambler bolt gets reduced to 7 damage (currently 3 damage)
With these numbers, Vampyre would now need to get much more rare indestructible/regenerating armor in order to achieve near-IDDQD status than just building a Nanofiber Red Armor. Vampyre could put a power or technical mod on Nanofiber Red Armor to reduce nearly every energy hit to 1 to 3 damage, but then it would sacrifice the much needed agility mod it can currently put on to mitigate Vampyre's lack of Hellrunner, meaning it takes a bit more chip damage when rushing in to hordes. If you made these changes and also disallowed Vampyre from healing over 100% and/or made its prerequisites harder, I think that would knock it back down to the A tier without going as far as preventing berserk resistances from stacking with the Marine's or other inherent resistances. For one more note, if TaN was buffed and Vampyre was blocked it, I would suggest letting Malicious Blades get TaN, both to alleviate so many masteries blocking it and to farther help give Malicious Blades something over the other two melee masteries (change the block to Badass or Son Of A Gun).