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Summary: (Provide a brief description of the bug.)Confirmed BugsTask number is for testing purposes only, please disregard.#37 (Sat scans block outpost/colony placement.)
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Sat scans / Far Sight ability block users from placing an outpost/colony, the same way an outpost/colony would normally block placement.#205 (Deleted Colony blocking placement bug)
Deleted colonies are blocking placement as if they were still there.(Similar to the sat scan placement bug)
Showing the place is empty, screenshot
Showing the error message, screenshot#193 (Relics block outpost/colony placement.)
Similar to how Sat Scans blocked outpost/colony placement.
Relics block users from placing an outpost/colony, the same way an outpost/colony would normally block placement.#149 (Messages not appearing read in outbox.)
Messages do not appear read, if actually read...
Refreshing the client does not change message status, user must re-log.#93 (Metal mines / Oil wells deleting)
Metal mines / Oil wells delete when their owner's colony is delete#207 (Spy Thrusters initiating spy protection!)
Spy Thrusters are recorded as an action on a colony which initiates spy protection, capturing the spy if defeated.
Mods sticky this please #75 (Events from crystals)
When a player takes a crystal from another player, the attacking player gets 2 events. One says, "You have taken 1 crystals from Camp Flies in battle." The other event says, "Evan took 1 crystal(s) from you in battle on Flies."#177 (Relic Battle Report)
When defending on a relic that is being attacked from a colony, the units defending simply disappear.Sceenshot#256 (Relocating while under protection)
Relocating your colony while under protection will cancel protection but not give the production boost for the remaining ticks.#11 (Loading screen getting stuck)
When refreshing at the tick change(manual refresh), the game loads back up, but the 'interface lock' over the controls is still there, and the loading bar covers the screen. In turn, i have to refresh the page, log back in, and re-load the client to get back to the game.#255 (Outpost protection not ending)
When ending protection, outpost protection is not ended.#263 (Colony relocation creates outpost with full control ticks)
When relocating away the outpost left behind is fully controlled no ticks are needed to upgrade the outpost. #76 (Conquering Training base with training units)
If a Training Base is taken while units are still training the units training in it will continue training for the new owner.#28 (Floating squad for OPs fights)
When 3 or more players different alliances attack an outpost(Colony is ok) the players who didn't have enough forces to get a shot at fighting for spoils still stay on the outpost there and can be moved to any location but cannot attack. Should be that if they turn around and go back the way they came.#39 (Double keyboard inputs)
Keyboard inputs are being doubled, using arrow keys moves 2 lines/characters at a time for example.#252 (Voting count resets)
After receiving your crystal from voting, the count resets to an unusual number such as 400.
On M1, it reset to 400 & on M2, it reset to 200. Now, on M2 I did not receive any crystals yet as I had around 70 ticks remaining until I got my first crystal from voting.Screenshot#30 (Gifts)
No option to remove a gift if you do not want to use them. Please add in an option to remove the event or to stop getting those events as they can stack up and are annoying players that don't use them.#27 (Spoils battle events)
When 3 or more players from different alliances attack an outpost or colony there is no event given to the player(s) whose forces were too weak to get a chance to fight for spoils. There should be an event stating: "Your forces were too weak to engage the other players fighting for spoils on %TARGET%, your forces have turned back safely."#46 (Phantom unidentified outposts caused by wreckage)
When wreckages are already captured in water or anywhere for that matter they still show an unidentified outpost until you refresh the area with a sat scan. The unidentified outpost is there LONG after the wreckage has been captured by someone else.#158 (Double outposts placed)
There is an odd bug that someone allows the client to place multiple outposts right overtop of each other on the map.#254 (Wrecks have incoming)
Target A & Target B are attacking a newly spawned wreck. Target A is 3 ticks away, Target B is 5 ticks away. Target A captures the wreck & claims its spoils,
while Target B is still 2 ticks away. Target A's radar is flashing incoming! Its Target B's squad attacking the wreck.Screenshot#270 (Sat Scans taking part in outpost count)
When you place a sat scan it takes part in your outpost count in the my alliance page.#271 (Chat bug report)
Where typed messages are displayed, players name can be clicked taking you to their colony (not the list). When clicking your own name, the following message is pulled up;
Ruler doesn't exist.#269 (Events Icon)
The events icon is continuously flashing even if all events are marked as read.