Difference between revisions of "User:Harakoni/List of known bugs"

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(Created page with "Category: Harakoni page")
 
(List of Bork's known bugs as requested)
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[[Category: Harakoni page]]
 
[[Category: Harakoni page]]
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Melee Verbs with non-standard AP ratios do not have their AP adjusted by damage modifiers such as Age or Genes, this includes but is not limited to Spears, Monoswords, Knee Spikes, Hand Talons, Venom Talons.
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Prison Break Interval UI doesn't accurately communicate which modifiers are increases and which are decreases to the frequency of prison breaks. Ideally it should be converted to using the same UI as Slave Rebellion Frequency.
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The Ranged Stab damage type (used by Sanguophage's Piercing Spines and Pila) has anomalous interactions with armor - When targeting Internal Parts it does no damage to the external parent part dealing full damage to the internal part. However when mitigated by armor it splits the damage evenly between the Internal and External parts. This results in identical overall damage, just spread out.
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The Healing Enhancer implant lists a bonus to "Natural Healing Factor", a stat that is not listed in a pawn's information panel. The Fast/Superfast wound healing genes and the Preach Health ability of the Moral Guide are listed as "Injury Healing Factor", which are correctly displayed in the UI. To the best of my knowledge these stats are mechanically identical.
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The Conversion Notification's "Jump To Location" button takes the player to the pawn that did the converting, not the pawn that was CONVERTED. This is the opposite behavior of the Recruit notification and is extremely useless.
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Cataphract, Recon, Locust, and all prestige variants, Capes, are all missing Slave Suppression Offset penalties.
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Beer counts as a weapon for Slave Rebellion Intervals (I will fight anyone who says this isn't a bug)
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Dark Vision gene doesn't explicitly say that it removes the Move Speed penalty for darkness (It does mechanically do this, just the tooltip is incomplete)
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Lighting: Darklight Preferred precept does not indicate that it removes the Work and Move Speed penalties for darkness.
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Rough Living: Welcomed precept has no mechanical details of its effects
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Temperature: Tough precept has no mechanical details of its effects
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Blind Psysense: Strong precept has no mechanical details of its effects
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Small Spaces: Don't Care precept has no mechanical details of its effects. Notably this precept is responsible for inverting the Outdoor need into the Indoor need.
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Comfort: Ignored precept has no mechanical details of its effects, least-egregious example.
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Pollution Retaliation raid notifications do not include a description of the raid type (Siege, breacher, ect)
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Total absence of UI detailing how Cumulative Overdoses work
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Drug Dependency genes do not explicitly tell the player which kind of overdoses they prevent. (They prevent random overdoses, not cumulative overdoses)
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Drug Impervious genes are listed as "Overdose chance factor 0x%" which can be interpreted as only preventing Random overdoses, however they also prevent Cumulative overdoses
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Drug Impervious genes prevent ALL overdoses from ALL drugs, both random and cumulative.
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Once passions are suppressed by Awful:X genes that passion is hidden from the player until the gene is removed.

Revision as of 12:13, 22 March 2023


Melee Verbs with non-standard AP ratios do not have their AP adjusted by damage modifiers such as Age or Genes, this includes but is not limited to Spears, Monoswords, Knee Spikes, Hand Talons, Venom Talons.

Prison Break Interval UI doesn't accurately communicate which modifiers are increases and which are decreases to the frequency of prison breaks. Ideally it should be converted to using the same UI as Slave Rebellion Frequency.

The Ranged Stab damage type (used by Sanguophage's Piercing Spines and Pila) has anomalous interactions with armor - When targeting Internal Parts it does no damage to the external parent part dealing full damage to the internal part. However when mitigated by armor it splits the damage evenly between the Internal and External parts. This results in identical overall damage, just spread out.

The Healing Enhancer implant lists a bonus to "Natural Healing Factor", a stat that is not listed in a pawn's information panel. The Fast/Superfast wound healing genes and the Preach Health ability of the Moral Guide are listed as "Injury Healing Factor", which are correctly displayed in the UI. To the best of my knowledge these stats are mechanically identical.

The Conversion Notification's "Jump To Location" button takes the player to the pawn that did the converting, not the pawn that was CONVERTED. This is the opposite behavior of the Recruit notification and is extremely useless.

Cataphract, Recon, Locust, and all prestige variants, Capes, are all missing Slave Suppression Offset penalties.

Beer counts as a weapon for Slave Rebellion Intervals (I will fight anyone who says this isn't a bug)

Dark Vision gene doesn't explicitly say that it removes the Move Speed penalty for darkness (It does mechanically do this, just the tooltip is incomplete)

Lighting: Darklight Preferred precept does not indicate that it removes the Work and Move Speed penalties for darkness.

Rough Living: Welcomed precept has no mechanical details of its effects

Temperature: Tough precept has no mechanical details of its effects

Blind Psysense: Strong precept has no mechanical details of its effects

Small Spaces: Don't Care precept has no mechanical details of its effects. Notably this precept is responsible for inverting the Outdoor need into the Indoor need.

Comfort: Ignored precept has no mechanical details of its effects, least-egregious example.

Pollution Retaliation raid notifications do not include a description of the raid type (Siege, breacher, ect)

Total absence of UI detailing how Cumulative Overdoses work

Drug Dependency genes do not explicitly tell the player which kind of overdoses they prevent. (They prevent random overdoses, not cumulative overdoses)

Drug Impervious genes are listed as "Overdose chance factor 0x%" which can be interpreted as only preventing Random overdoses, however they also prevent Cumulative overdoses

Drug Impervious genes prevent ALL overdoses from ALL drugs, both random and cumulative.

Once passions are suppressed by Awful:X genes that passion is hidden from the player until the gene is removed.