Xidia and 7 Bullets coop bugs
Posted: 21 Sep 2016, 22:40
I'm looking to compile a list of coop bugs in Xidia and 7Bullets so they can later be looked into. While I have spent a good amount of time with them, I couldn't have gotten them all. Here's what I've found so far. If anyone knows of any other issues let me know.
Both
Clients can crash if they're killed while firing the CarRifle.
Xidia
Map 3 "Outpost Pheonix"
Pre-enabled two-way teleporter to/from Red Nemesis arena. Not really a bug but it shouldn't be there.
Map 7 "Dark Lord"
Dual Warlord arena doors close and never reopen. Impossible for players behind to progress.
Dual Warlords cannot trigger the skylight mover. Impossible for them to start the battle.
Map 12 "Return to Outpost Pheonix"
Door to generator room closes to trap players for a pupae ambush preventing players outside from entering. If players inside die, the map becomes impossible to complete.
Map 16 "Beacon"
Exit teleporter sends players to the first map of The Escape, rather than the first (playable) map of The Incident.
Seven Bullets
All Maps
Maps that fadeout and play dialog create a game-breaking bug as players can move off the teleporter before it's enabled and cannot see to "try again", making progress impossible.
ScriptedHumans are super buggy. They will crash clients AND servers because they hate everything and everyone.
Map 2 "Infiltration of the Kran"
Server room can't be entered once the laser doors are active, which are also solid so this leaves no way to kill enemies inside the room if players with them have died.
Map 3 "The Rogue"
Scarred One battle skipped. Weird ghost door.
Map 5 "Slight Complication"
ScriptedHumans from sp cutscene still exist and fill up log with warnings. A bug in terms of performance issue.
Map 6 "The Guardian of Vandora's Pass"
If a player is on the wrong side when the bridge collapses the only way to cross is to die.
Titan supershock battle skipped.
Spooky ghost door.
Map 9 "Tension at Vandora's Temple"
The first code (of 3) does not spawn/trigger, making it impossible to progress.
Map 12 "The Dead Scorpions"
Another ghost door.
The second code (of 2) does not spawn/trigger, making it impossible to progress.
Map 13 "Unfinished Business"
Scripting to activate existing coop teleporter is broken so players must wait for the duration of the singleplayer cutscene before the singleplayer teleporter is triggered.
Map 14 "The Ghost of Oraghar"
Map not intended for coop, as such:
Scarred One is never triggered out of his hiding spot.
Exit teleporter sends players to credits map.
Both
Clients can crash if they're killed while firing the CarRifle.
Xidia
Map 3 "Outpost Pheonix"
Pre-enabled two-way teleporter to/from Red Nemesis arena. Not really a bug but it shouldn't be there.
Map 7 "Dark Lord"
Dual Warlord arena doors close and never reopen. Impossible for players behind to progress.
Dual Warlords cannot trigger the skylight mover. Impossible for them to start the battle.
Map 12 "Return to Outpost Pheonix"
Door to generator room closes to trap players for a pupae ambush preventing players outside from entering. If players inside die, the map becomes impossible to complete.
Map 16 "Beacon"
Exit teleporter sends players to the first map of The Escape, rather than the first (playable) map of The Incident.
Seven Bullets
All Maps
Maps that fadeout and play dialog create a game-breaking bug as players can move off the teleporter before it's enabled and cannot see to "try again", making progress impossible.
ScriptedHumans are super buggy. They will crash clients AND servers because they hate everything and everyone.
Map 2 "Infiltration of the Kran"
Server room can't be entered once the laser doors are active, which are also solid so this leaves no way to kill enemies inside the room if players with them have died.
Map 3 "The Rogue"
Scarred One battle skipped. Weird ghost door.
Map 5 "Slight Complication"
ScriptedHumans from sp cutscene still exist and fill up log with warnings. A bug in terms of performance issue.
Map 6 "The Guardian of Vandora's Pass"
If a player is on the wrong side when the bridge collapses the only way to cross is to die.
Titan supershock battle skipped.
Spooky ghost door.
Map 9 "Tension at Vandora's Temple"
The first code (of 3) does not spawn/trigger, making it impossible to progress.
Map 12 "The Dead Scorpions"
Another ghost door.
The second code (of 2) does not spawn/trigger, making it impossible to progress.
Map 13 "Unfinished Business"
Scripting to activate existing coop teleporter is broken so players must wait for the duration of the singleplayer cutscene before the singleplayer teleporter is triggered.
Map 14 "The Ghost of Oraghar"
Map not intended for coop, as such:
Scarred One is never triggered out of his hiding spot.
Exit teleporter sends players to credits map.