*Various audio issues
In 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.
*Warning messages are not colored
Self-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.
*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.
*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.
*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.
*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).
*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.
*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).
*Blood Boots (almost) cannot be obtained outside of A100/666
I 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.
*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).
*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:
Spoiler (click to show/hide)