This topic will be regularly updated with (i) known bugs in the current version you’re playing and (ii) fixes, additions, etc. already implemented in the upcoming version (which is not yet available).
CURRENT KNOWN BUGS
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If you have a technical problem, please refer to: 🛠 Troubleshooting
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Galaxy map: Wormholes will be clipped incorrectly if you zoom in too close.
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Galaxy map: Planets will remain invisible if their orbit brings them into view while camera is not moving. Workaround: move camera to refresh view.
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Galaxy view can be rarely stuck (especially if you click buttons while simultaneously pressing the 1-6 keyboard shortcut keys)
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If you are docked to a planet with docking restrictions (hot, electric, etc), then you can sell the equipment that allowed you to dock without consequences.
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Trip estimates do not automatically update. Workaround: Re-calculate the trip if you buy fuel / change engine / etc.
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“Sell food” button does not automatically enable itself as you gain more food. Workaround: Click away and re-select it.
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If you filter the galaxy screen per shop, then shops can be exposed at the constellation level even if they haven’t been explored at the star system level yet.
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Sound effects will continue to play at the “amplified” frequency after a Damage Amplifier expires. Workaround: Release and re-press fire button.
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Windows mouse cursor will be made visible if you unplug and re-plug your mouse during the game. Workaround: Restart game.
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Sometimes the ESC or P key won’t work to bring up the in-game pause menu. Workaround: Press the “Windows logo” key to make the game lose focus. Upon return, the ESC/P keys should work again.
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Travelling very fast might make your spacecraft become invisible (see Changing map filter mid-travel makes the ship invisible? )
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Some UI elements might not immediately change color when you apply a new theme (e.g. stats shown when selecting a planet in the galaxy) (see Early Access version 69 - #253 by Sammarald ). Workaround: deselect and re-select.
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Galaxy: The [-] and [+] keys to zoom in/out don’t work while viewing a planet (see Early Access version 69 - #262 by VerMishelb ). Workaround: exit viewing screen first, or use mouse wheel.
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Graphics options: Changing “low/high” detail mid-mission will not fully apply changes until mission is restarted (or player disconnects and reconnects).
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Various cosmetic graphics/sound effects might continue for a short time after their originating enemy has been killed.
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Multiplayer: Chat log language is always inherited from the host. There is no support for each participant viewing the chat log in their own language.
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There are many graphical glitches that result from pausing the game exactly on the frame which an enemy/projectile/effect/object is spawned. Most common manifestations are enemies appearing at the center of the screen and/or with textures missing. This is a result of incomplete initialization. Similarly, when joining paused multiplayer games, a lot of things will look wrong.
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Multiplayer: In very rare occasions, enemy health bars will temporarily be of the wrong size when joining a multiplayer game ( Early Access version 113 - #305 by QuackQuack )
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Multiplayer: When joining in-progress games, “Waves Insight” won’t work until the next wave.
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Multiplayer: When joining in-progress games, boss music will still play even if boss has already been defeated.
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Pausing the mission immediately after completing a wave will show the previous wave’s title at the bottom of the pause screen, but the wave counter at the bottom-right will have advanced to the next wave ( Early Access version 118 - #242 by QuackQuack )
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While travelling through a wormhole, spiral fader will cover screen even if in the meantime map has been covered by another tab (e.g., Galactic Store) (cosmetic, harmless)
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During an ongoing trip, changes to “smooth galaxy zoom” option will not be correctly applied ( CIU version 136 - #228 by OfficalK12 )
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Multiplayer: Custom cuisines will not affect food already present at the time of joining ( 2 bugs (different) )
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Retro missions: On some waves it’s possible for certain enemies to disappear while they are still visible on screen ( CIU version 137 - #266 by OrvilleTheOrca ).
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It’s possible to activate a Dimensional Phaseout on the exact frame you get killed. In this case, the Dimensional Phaseout will be used up but will have no effect ( CIU version 139 - #239 by KnockoffFeline )
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If you click on the “Inbox” button immediately after logging in, it’s possible to see an empty Inbox, even though messages exist. Workaround: Click on one of the message category buttons at the bottom-left and the messages will appear (@TheGoldenBoss128)
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“Profile” tab: “Missions won” does not take Droid Raid missions into consideration.
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When you join multiplayer games (or start a recording) the cuisine of any food already on the screen has already been decided by the host. Only new food items will be determined by your own cuisines (
Early Access version 121 - #220 by InterAction_studios )
UPCOMING FIXES & NEW FEATURES
New features –
Tweaks –
Bug fixes –
Internal changes
Universe
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Deleted users who haven’t logged in during the past week and have less than 10 minutes of playtime, and also users who haven’t logged in during the past 4 weeks and have less than an hour of playtime, and also users who haven’t logged in during the last 12 months and haven’t set an e-mail. Note that users with any purchase are never
deleted. -
Reworked how “Ignore all joypads” is handled. -
Refactored DX12 changes into UveGraphics -
“Gameplay” and “Customize Keyboard” screens: Moved UI further down to avoid clipping glow. -
JoypadTextEntrycan now be correctly navigated using joypad. -
Keyboard/joypad menu navigation: Up/down/left/right now autorepeat. -
Keyboard/joypad menu navigation: Mouse pointer is now hidden. Current selection is indicated by pulsing glow instead. Newly hovering over UI elements causes them to wobble. -
Translations: CONTROLSHINTchanged. -
Translations: “Joypad” references changed to “gamepad” -
Episode 1: Added movement/firing tutorial text to first wave (to match all other episodes) -
Moved “high-contrast text” from Graphics to Gameplay → Accessibility -
Keyboard/joypad menu navigation: Initialized bSpaceshipFollowsCursorappropriately to prevent spaceship from flying to top of screen when starting mission. -
HSB editing: Corrected overlap between text and sliders when using certain fonts. Controls to increase/decrease are now shown whenever editing. -
Keyboard/joypad menu navigation: Hotspots now have dimensions (avoids cases where wide UI elements would be counter-intuitively skipped over) -
Keyboard/joypad navigation: Spacecraft is now placed halfway down the screen when mission starts (previously was center of screen) -
Added TTF with Xbox input icons. Replaced key descriptions with icon equivalents.
Episodes v.25
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Android: Compiled with 16KB page size (ELF alignment) [change correctly applied from v.155/v.23] -
Android: Uses BASS v.2.4.17.44 [change correctly applied from v.155/v.23] -
Mission HUD: Infinite lives/specials/power unlockables now show infinity symbol (@Towa
Idea) -
Improved display of high-priority messages (all messages in queue are now shown/previewed at once) -
CI4 “Shoot the Core” wave: Added damage/impact sound to boss. -
CI3 Striptease boss (“Sweater Chicken”): Boss progressively becomes more blue in Christmas Edition or frozen environments (but not hot environments) -
CI3 Striptease boss (“Sweater Chicken”): Boss progressively becomes more red in hot environments (regardless of Edition) -
Reworked how “Ignore all joypads” is handled. -
Refactored DX12 changes into UveGraphics -
“Gameplay” and “Customize Keyboard” screens: Moved UI further down to avoid clipping glow. -
JoypadTextEntrycan now be correctly navigated using joypad. -
Keyboard/joypad menu navigation: Up/down/left/right now autorepeat. -
Keyboard/joypad menu navigation: Mouse pointer is now hidden. Current selection is indicated by pulsing glow instead. Newly hovering over UI elements causes them to wobble. -
Translations: CONTROLSHINTchanged. -
Translations: “Joypad” references changed to “gamepad” -
Episode 1: Added movement/firing tutorial text to first wave (to match all other episodes) -
Moved “high-contrast text” from Graphics to Gameplay → Accessibility -
Keyboard/joypad menu navigation: Initialized bSpaceshipFollowsCursorappropriately to prevent spaceship from flying to top of screen when starting mission. -
HSB editing: Corrected overlap between text and sliders when using certain fonts. Controls to increase/decrease are now shown whenever editing. -
Keyboard/joypad menu navigation: Hotspots now have dimensions (avoids cases where wide UI elements would be counter-intuitively skipped over) -
Keyboard/joypad navigation: Spacecraft is now placed halfway down the screen when mission starts (previously was center of screen) -
Added TTF with Xbox input icons. Replaced key descriptions with icon equivalents. -
Tutorial mission is now automatically started (if appropriate) after “Play” is selected on main menu (was previously started even before main menu). -
Tutorial mission is now per-profile (previously was per-installation), i.e. creating a new profile will re-launch tutorial.
EpisodeServer v.24.3
Fixed server crash when exporting a purchase from episodes to CIU in cases where first attempt XML was not yet acknowledged, but subsequent attempts were.