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1 - Fixed - Pressing Terminal Yes (Default "Y") cancels chat.
2 - Still exists / low priority. - Log out button becomes "To Launcher"
3 - Fixed X Button. Still large rectangular bounding box in game and in menu.
4 - Still exists - If chat is disabled, typing does not enable it.
5 - Still exists - "L" makes a sound. Related?
6 - Still exists - Can type but not read global chat in config menus.
7 - Still exists - Difficulty modifiers clickable through config menus.
8 - Still exists - Server browser stays on screen / weirdness.
9 - Still exists - Chat cursor tracking problems.
10 - Fixed - Mini Sentry is a healing Item.
11 - Fixed - Infiltrator trait showing in menu.
13 - Still exists - No easy way to clear a hotkey. (Tip)
14 - Still exists - Keybinding inconsistency.
16 - Still exists - Controller section copies alternate keybind.
18 - Still exists - Main and alternate keybinds can be duplicates.
19 - Still exists - Fire keybind emulates mouse click.
20 - Still exists - Undesired behavior pressing escape while keybinding.
21 - Fixed - Human Model 9800k headshot damage stacking.
22 - Fixed? - (Dev reported as fixed.) GM6 Lynx EVO crit stacking.
23 - Untested in V17 - Reported July 16 - Multiplayer weapon stats.
25 - Untested in V17 - Reported July 16 - Hyperfeed recycle text incorrect.
31 - Untested in V17 - Reported July 26 - Clipping inside missile tubes.
33 - Untested in V17 - Reported July 26 - No quest in sphere after loop.
34 - Fixed - Two PXS Covert Ops pistols in Rogue menu.
35 - Fixed - Cant type in chat caused by 'corrupt' config.
36 - Still exists - Reported Aug 1 after v17 update. How to break key rebind.
37 - Still exists - Reported Aug 1 after v17 update. Multiplayer lobby bug.
These were last checked Aug 11 on the V17 patch.
12 - Still exists (Dev reported partial fix.) - Game does not pause properly.
15 - Still exists - Some hotkeys still activate when rebinding keys.
17 - Still exists - Must click off of assignment to assign left mouse button.
24 - Still exists - Destructible cover does not look fully destroyed.
26 - Still exists - Default ammo descriptions too vague.
27 - Still exists - (Not sure about FM9) Same behavior with LS Laser Sub
28 - Still exists - Clip into final boss room without triggering boss.
29 - Update: Critical strike chance only updates after you fire a bullet.
30 - Still exists - Destructible props change into different props. Before - After
32 - Still exists - Rogue's laser length is inconsistent.
38 - Still exists - Reported Aug 11 - Mael artifact does not prevent slowdown.
39 - Still exists - Reported Aug 11 - Turret wont deploy / activates cooldown.
40 - Still exists - Reported Aug 11 - Hexagonal basalt is not destructible.
41 - Still exists - Reported Aug 11 - Weapon upgrades say "MAX" at end.
42 - Still exists - Reported Aug 11 - Time Lock / Refresher item bugs.
43 - Still exists - Reported Aug 11 - Headshot bugs when damage display off.
13 - There is no way to properly* clear a hotkey. (Suggestions: Clicking on the keybind and pressing escape to clear OR hovering the mouse over the hotkey and pressing delete or backspace to clear the hotkey.)
*Tip: The only way to clear an Alternate keybind that I have found is to assign the alternate key to be [Left Click]. Only one instance of [Left Click] is allowed anywhere in the keybinds. Just dont forget to set [Left Click] back to "Firing" before you've finished.
14 - The "Keybindings Main" row can only have one instance of a key bound anywhere in it, but the "Alternate" row can have the same key bound to every single function. (This might be intentional, but pointing it out due to inconsistent behavior.)
*Tip: You can take advantage of this and bind both the Eject and Reload functions to the same button. To do this you MUST do it in the "Alternate" keybind section. Keep in mind that if your weapon jams, this might cause you to immediately eject a full mag after fixing the jam if you press the button one too many times.
15 - When rebinding hotkeys and asking for key input the game should disable all other hotkey functions except for the Assign and Cancel/Clear functions (Which dont exist currently. Also see Bug #12: You can accidentally drop weapon, switch weapon, and buy items from a shop while you're changing hotkeys.)
16 - The "Controller" section copies any key bound in the "Alternate" row.
17 - When assigning a hotkey to left mouse button [LMB], you must left click on the keybind you want to change and then move the mouse OFF of the hotkey box in order to assign the left mouse button. The user SHOULD be able to left click the box, and then left click again to assign it without moving the cursor off of the box. (This is another example of why you want to disable functions when asking for input. If you dont, it keeps asking the user to "Press a button..." because it keeps activating the 'assign key' function due to being clicked on.)
18 - Inconsistent behavior: Set the Main keybind for "Cycle Weapons" to be [Space]. Now set the Alternate keybind to be [Space] this causes the main keybind to be cleared. Now set the main keybind to be [Space] again. This does NOT cause the alternate keybind to be cleared, which is problematic because theres no easy way to clear an Alternate keybind. (The game should not allow the Main and the Alternate of the same function to be bound to the same key. But should continue to allow the Alternate keybind menu to assign different functions to the same key.)
19 - The "Firing" keybind emulates a left mouse click. (This might be intentional, but seems strange. Is this for controller compatibility?)
20 - If you click to re-assign a hotkey and then press escape, it will exit the hotkey assignment menu. The next time you enter the menu again it is still trying to assign that hotkey and will assign it to the next button you press. (Pressing [Escape] while assigning a function should either cancel assignment, or preferably clear the hotkey instead. It should not exit the menu until either the hotkey has been assigned, or cleared.)
If i come up with additional issues, should i continue to post them in this thread with new issue numbers, or would you prefer a separate thread? I didnt want to spam the forums so many different bug reports and I didnt know if you guys used any particular bug trackers or I would have probably posted them there instead.
22 - Picking up and/or Dropping the GM6 Lynx EVO gives a permanent stacking +20% critical damage each time.
23 - Viewing the weapons stats screen while dead as a client in a multiplayer game and then switching weapons causes the UI to only update the name and the perks for the weapon. The stats graphs do not change to reflect the currently displayed weapon.
24 - When some destructible cover is destroyed, like the pillars and the concrete barricades in the Arena Masters fight, the graphic does not change to indicate that theres no longer a wall/barricade there, thus making it look like there is still cover when there isnt and allowing you to walk through what appears to be a solid piece of cover.
Weapon: Ultra FM9 Personal
Ammo: 9mm FMJ Basic
Default ammo - "No special effect. Some weapons come with special ammo types, which they then unlock for all compatible weapons."
According to the Wiki[synthetik.wikia.com] "Shots have a chance to pierce enemies and ricochet."
The tooltip for all basic ammo is the same, but I dont believe its accurate. It seems like some default ammo does different things. Specifically im pretty sure that I've seen FMJ ammo ricochet. If the wiki is accurate, it seems like this information for default ammo types should be included in the tooltip for each ammo type.
Edit: The LS Laser Sub exhibits the same behavior too.
That seems somewhat contrary to "No special effect." and like it'd be worth mentioning. If there are different stats and a chance to ricochet and or penetrate for different ammo, even if its minor, seems like letting the player know about that in the tooltip would be more useful than saying the default ammo has no effect when it actually does? For example something like:
Ammo: "Default - 9mm FMJ Basic - X% chance to ricochet. X% chance to pierce enemies. X% chance to damage 1 additional armor."
Both descriptions take up the same amount of space, but the latter delivers usable information to the player. :)
Edit: Apparently lasers do extra damage to shields but less to unprotected enemies according to a tip on the death-screen in the game. That info seems like it'd be useful to include in the laser ammo tooltip.
28 - You can just barely clip into the final boss room after defeating the server room without triggering the boss. This allows recovering health and cooldowns, and near-infinitely farming enemies in the server room.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454296346
29 - Taro Artefact (Should be called "Artifact"?) states "Increases critical strike chance, critical damage, and critical chance cap by 15%" (Technically should say "by 15", not by 15 percent.) - On the first floor after beating the final boss I picked up the Taro Artifact. It immediately increased my critical damage by 15 points (175 to 190) but did not increase my critical chance which started at 3 and was still at 3 after pick up. (May have been a temporary UI glitch.) After killing a few enemies the critical chance increased from 3% to 20% (Possibly affected by luck / active reload, didnt live long enough to check further.)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454292047
30 - Damaging destructible props can cause them to change states to a different entity entirely. For example, blue-tipped red-bottom tank shells turn into larger gray-tipped yellow-bottom tank shells. Gray top shell with a red base turns into a gray topped sabot shell with a blue base. Horizontal highway barricade can sometimes change damage states and look like pieces of the barricade were put back on and different parts blown off. (No image of barricade.)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454328289
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454329136
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454323860
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454322643
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454334849
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454335414
32 - Rogue's Aiming ability / laser sometimes cuts off at about 50% of the way across the screen even when there are no obstacles in the way. This seems to have to do with aiming at certain angles. If you get your laser to go all the way across the screen, you can move up and down and it wont be obstructed, but if you aim up and down slightly, it will be obstructed.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454357963
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454358427
33 - Encountered a Quest sphere on the first level after a loop, it didnt have a quest to give.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454294158
34 - Rogue still has two PXS Covert Ops pistols in pistol selection menu.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1454388986
Enter key not working was the result of a 'corrupted' settings.sav file. "Reset Settings & Bindings" from the main options menu will fix for anyone who has the issue. The cause may have been updating from v16 to beta17. ("menuConfirmKey1" had been set to -1 which caused the [Enter] key to stop working.)
- Click on the "[ESC] Pause Menu" setting.
- Click on anything else.
- You can no longer click on any key to rebind it. It makes a sound, but nothing happens.
To fix:
- Click on the "[ESC] Pause Menu" setting again.
- Click off of the "[ESC] Pause Menu" setting again.
- You should now be able to click on any other key and rebind it again.
#37 - Creating a lobby when the lobby server is experiencing issues leads to the inability to cancel creating the lobby (the cancel button does not work) and then stops you from being able to browse or update the server list because its still trying to create a lobby even if you close the menu and reopen it.
To fix: If you click X and "Log out" this will cancel the lobby creation and let you browse and refresh the server list again. (Normally this button would say "Close Lobby" if the lobby had been successfully created.)