You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
#6334: 'Xenomorph Endgame' by Git-Nivrak at commit a7a23fe #6071: '[V] Sorokyne Strata: Expanded Small corridors, removed 3000 unused tiles, Xenos can now weed everything except LZ's and surrounding of LZ's, allow LAZ for CAS inside structures with light blue Areas on Tacmap (glass ceiling hallways)' by Venuska1117 at commit 300a417 #6808: 'Attachments resprite' by Blundir at commit cc4fe40 #7093: 'ports ipintel subsystem' by harryob at commit 3416fba #7106: 'Flexible Job Icons' by realforest2001 at commit a490c79 #7061: 'Project ARES: Interface Data Proc' by realforest2001 at commit dfe5291 #6860: 'Mentor New Player Markers' by realforest2001 at commit 1457cba #6938: 'SHARP Rifle Revived' by Nomoresolvalou at commit 4ac3831 #5265: '(WIP) Paperwork Prefabs' by realforest2001 at commit b56e5e1
Round ID
No response
Description of the bug
If a revivable human dies on a tile where there is a permanently dead human, the perma icon (the skull) is shown in front of the green / orange / red ECG icon.
What's the difference with what should have happened?
The ECG icon should be displayed over the top of the perma icon. IMO the way it should work is that the person who died last's icon should be displayed.
How do we reproduce this bug?
Have a unrevivable human dead on a tile
Have a human die on that same tile
Observe the perma icon clobbering the green ECG icon
Issue Bingo
Issue could be reproduced at least once
Issue happened in a recent (less than 7 days ago) round
I'll say this is not a bug, rather it is how you would simulate a pile of bodies in a 2d game. Tough shit, don't die in a pile of bodies.
A maintainer is welcome to disagree otherwise.
I think it's more of an oversight than a bug, can we confirm that this is the intended behaviour when multiple corpses are stacked on a tile? I don't think it makes the game better to punish players from dying on a tile that has another body on it.
A pile of bodies in a 2d game can be simulated in many different ways, the way it works now it is arbitrarily punishing the player from dying on a tile with another body which to me does not make sense.
Testmerges
#6334: 'Xenomorph Endgame' by Git-Nivrak at commit a7a23fe
#6071: '[V] Sorokyne Strata: Expanded Small corridors, removed 3000 unused tiles, Xenos can now weed everything except LZ's and surrounding of LZ's, allow LAZ for CAS inside structures with light blue Areas on Tacmap (glass ceiling hallways)' by Venuska1117 at commit 300a417
#6808: 'Attachments resprite' by Blundir at commit cc4fe40
#7093: 'ports ipintel subsystem' by harryob at commit 3416fba
#7106: 'Flexible Job Icons' by realforest2001 at commit a490c79
#7061: 'Project ARES: Interface Data Proc' by realforest2001 at commit dfe5291
#6860: 'Mentor New Player Markers' by realforest2001 at commit 1457cba
#6938: 'SHARP Rifle Revived' by Nomoresolvalou at commit 4ac3831
#5265: '(WIP) Paperwork Prefabs' by realforest2001 at commit b56e5e1
Round ID
No response
Description of the bug
If a revivable human dies on a tile where there is a permanently dead human, the perma icon (the skull) is shown in front of the green / orange / red ECG icon.
What's the difference with what should have happened?
The ECG icon should be displayed over the top of the perma icon. IMO the way it should work is that the person who died last's icon should be displayed.
How do we reproduce this bug?
Issue Bingo
The text was updated successfully, but these errors were encountered: