A list of 100+ bugs and improvements

i happen to like game so much that i found a hundred bugs for you ;p enjoy

items marked ??? status unclear, ‘new’ previously added (update1), ‘NEW’ most recently added (update2).


RESOURCE COLLECTORS (ALL:RM) ----

  1. [major] - resourcers do no auto-harvest salvageable debris, even when all standard RUs are depleted. although allowing them and salvage corvettes to deliver salvage to controllers/refineries/carrier would probably break the campaign (but eliminate ineffiencies for auto-harvesting to mothership), and objectives would need a special case. pressing H manually functions.

  2. [major] - resourcers follow other resourcers which are carrying ‘salvage items’, but not RUs, attempting to salvage it themselves. this arises due to the fact that the target the same object as previous collectors before the salvaging begins. normally, they all select a unique target.

RESOURCE COLLECTORS (HW1:RM) ----

  1. [severe] - salvage corvettes cannot dock w/carrier when delivering salvage, drop the salvage and idle. resource collectors always path to mothership.

  2. ??? NEW [major] - often, resourcers fail to auto-harvest asteroids or gas deposits after the ‘local group’ has been depleted (towards the end of HW1:RM campaign).

  3. [minor] - apparently strike craft have the ability to dock with resource controllers (not just support frigates). sometimes they travel too far to dock with one.

  4. new [minor] - holding pattern on resource controller is too far out (2km).

  5. new [minor] - salvage carried by collectors is sometimes not drawn, mouseover still displays RU count though. possibly salvage was on the verge of ‘expiring’, or multiple collectors were assigned to that salvage, since they were the final pieces or the ‘local group’?

RESOURCE COLLECTORS (HW2:RM) ----

  1. [major] - collectors repair only the nearest target, almost to exclusion, failing to repair other targets until done. possible fixes: limit # of units repairing another unit, or spread repairs out evenly amoung damaged units.

UNITS / FORMATIONS (ALL:RM) ----

  1. [critical] - units in strike groups do not maintain formation while moving, only when they reach their destination.

  2. new [critical] - set passive formation, select a target to attack. after target is defeated, units will continue attacking enemy units even though they should stand down.

  3. new [re:#2] - thus, giving a unit a move order which is in passive mode will cause them to stop moving once they kill their current target, select a new target, attack it, and fail to continue moving. units must be set to passive (to cancel their existing target first), then given a move order, then set back to defensive, defeating any tactical advantages.

  4. [severe] - releasing/cancelling a formation on a strike group which has a dock order (by right-click, not D button), will reissue the order, but select the closest support ship (as if the D key were pressed), when this is not intended.

  5. [severe] - if some ships from a strike group (also part of a selection group) are docked, with auto launch disabled, and you give the group a move order, you cannot then give just the undocked ones another order. if you then attempt to give the entire group an order, only the docked units are given that order, unless the target is another unit.

  6. ??? [severe] - units continue firing on ships being captured (if it was their current target), or boarded. these ships should have a status flag set to prevent this, and a unique overlay (green x, like HW1:C) as an indicator (missing graphics).

  7. [major] - sphere formation is inoperable. guard mode does not envelop other ships. even if it did, they would not follow in formation due to other bugs (honestly, sadface).

  8. [major] - wall formation actually forms as a cross, and then a diamond. in many cases, this is undesirable. at least crosses with long arms before filling in other sections of the wall. too similar to broad, or form a vertical line…

  9. [major] - capital ships break formation due to enemy fighter collision (instead fighters should avoid collision with capitals)… this greatly reduces capital ship effectiveness, as usually they will do a 360 to get back in firing position.

  10. [major] - capital phalanx (maybe others) actually forms backwards sometimes, so the frigates are in the front, facing backwards… also, more standoff distance between the caps and the frigs please.

  11. ??? [major] - capital ship formations keep readjusting themselves when out of position (other ships will cycle around the back and do a 360). mostly affects dense formations.

  12. ??? [major] - units don’t fire from their position, instead they attempt to level the vertical field, and attack while level… especially problematic in the taidan base mission, due to radiation.

  13. ??? [minor] - cannot retire captured enemy units (actually after a map switch/reload, not certain, it’s possible).

  14. ??? [minor] - units that are part of a strike group will continue attacking unless set to passive stance, even if told to stop out of range individually.

  15. [minor] - lack of a standoff/skirmish order to maintain distance from the enemy. although useful for scouts, otherwise trivial.

  16. ??? NEW [minor] - captured units cannot ‘undock’ and are not actually ‘captured’ until all resourcers delivering salvage dock? or until docking queue is clear?

UNITS / FORMATIONS (HW1:RM) ----

  1. [critical] - if a carrier is on the move, none of the fighters in the queue (if there are bombers as well) will actually dock, (this also applies to corvettes). they will just maintain queue and follow in formation, unable to dock, even though they are faster than the carrier.

  2. [critical] - if a repair corvette is attacking other units, or on the move, and a fighter attempts to dock with it, it appears docked, but does not repair. this can cause a queue behind the repair corvette to accumulate. probably because it cannot ‘dock’, just as the carrier bug.

  3. [critical] - when support frigates attempt to repair themselves, they instead orbit eachother, and float off into space, bad in taidan base mission.

  4. [severe] - if a support frigate cannot get to its target due to other frigates/capitals in the way, it will fail to do anything, and just sit there beside the target.

  5. ??? [major] - some units cannot be salvaged/captured. mostly some destroyers, carriers, and heavy cruisers (appears fixed)?

  6. new [major] - fighters may have difficulty hitting other fighters. one lasted with next to zero health for over 30 seconds. all the shots just flew right by it…

  7. ??? NEW [major] - taidan destroyer guns (captured) are not within their engagement range. they have guns with about 4km range, but they attempt to set their distance to 8-10km, and spin in a circle? they still report victory though, lol ;p

  8. NEW [major] - carrier guns are not within their engagement range. when set to defensive/aggressive, carriers do not close the distance to their target.

  9. [minor] - docked ships 60/50??? :\ 61/50 after building a prox sensor with auto-launch disabled. cause unknown.

  10. new [minor] - all units (previously mentioned salvage corvettes) erroneously react to repair orders by moving to the closest unit in the selection (when part of a selection group with support frigates or repair corvettes).

UNITS / FORMATIONS (HW2:RM) ----

  1. ??? [severe] - marine frigates don’t seem to be able to capture battlecruisers, or carriers? no explanation given for any of the hw1/hw2 capture mechanics, and no visual indication. the boarding completes, but ultimately fails.

  2. ??? [major] - carriers are missing cloaking generators compared to HW2:C tutorial?

  3. ??? [minor] - defense fields seem slightly too small, cannot even envelop 2 carriers in formation like cloaking gen in HW1:RM (may be due to difference in hw1 vs hw2 formations).

  4. [minor] - proximity sensors have no area of effect wireframe sphere.


USER INTERFACE (ALL:RM) ----

  1. [critical] - moving the mouse slowly towards the upper/left direction fails to produce any or sufficient camera rotation (while holding RMB), other directions unaffected (some users have reported this to be framerate/vsync related). can be reduced by setting DPI to 200, but not eliminated.

  2. [critical] - docked ships UI is a mess. units need horizontal grouping list (by unit type), like a build manager, with unit count and a ‘launch group’ button on each list item. auto-launch/stay docked is also redundant.

  3. [critical] - HUD quick-list UIs (research, build queue) both fail to update, and must be cycled constantly.

  4. [severe] - unit list icons need some color coding like HW2:C, since text is easier to parse than many same-looking icons.

  5. [severe] - tactical overlay markers disappear at too close/far a distance. it depends somewhat on tab key tactical overlay setting, but cannot be eliminated. possibly only capitals should fade out when too close, all other ships overlays should always be displayed.

  6. [severe] - sensors manager: at a distance, blue sensor spheres are not drawn (sometimes this depends on angle), but mousing over any asteroids/RUs will display the spheres again. the compass cardinal degree markers will also flicker in/out. seems to occur in HW1:C only after mission 03 (larger maps?).

  7. new [major] - UI scaling option is best set to 1.2 @ 1920x1080. test other resolutions and possibly default this option?

  8. [major] - whenever a ship is docked (or launched automatically?), the launch list scrolls to the top, interrupting your selection.

  9. [major] - view erroneously zooms in/out while mouse scrolling over the build menu/queue.

  10. [minor] - selection groups can become unbound, unselectable by pressing assigned number, but the number icon is still above each ship (probably due to docking/mission change). user Ion_Fury attributed this to loading a saved game while auto-launch is disabled. the docked ships exhibit this bug.

  11. ??? [minor] - one occurrence: health bar for a selection group displays empty even though only a single unit in the group was destroyed. only 1/4 of the bar should have been removed.

  12. new [minor] - ‘gameplay options’ menu text is truncated on the right side. ‘enable right-click menu’ option fails to mention ‘(hold shift)’.

USER INTERFACE (HW1:RM) ----

  1. [severe] - unit list limited to display of 24 units, yet you can have 70 strike craft. unit list needs support for 70 units, with a unit count indicator so you don’t need to manually count all the units (or text alternative).

  2. [major] - probe and resource collector tactical overlay icons are huge compared to the HW2:RM versions. this prevents selection of other units (in fact, the selection area is even larger than the box). research ship selection area is also huge, but tactical icon is fine.

  3. [minor] - HW1:C had a text list of what you were bandbox selecting. that list in not present/available in this engine. useful for ctrl+attack bandbox/filtering. it may be possible to implement similar functionality in the unit list in the current engine. ie: show a list of all enemy units until ctrl is released. this allows the user to select several unit types to attack, the rest will be filtered.

  4. [re:#3] - sometimes, when a single enemy unit is selected (left-click), multiple unit types and counts can be seen in the selection box (this happens randomly, appears to be a bug though), so it seems this may be possible in the current UI, but it doesn’t work with ctrl-bandboxing, an enemy unit must be manually selected. of note is that you can ctrl-click the enemy groups in this display, and they are highlighted as if you were adding them to a selection. (edit: for a bit, i could replicate it by clicking just outside the bounds of the tactical overlay icon).

  5. ??? NEW [minor] - kadeshi multi-beam frigate tactical overlay is too small? or maybe make all anti fighter/corvette frigates smaller in the same way (or maybe not quite that small)?


GRAPHICS / SOUND (ALL:RM) ----

  1. [critical] - there are no working vsync options available. vsync off produces screen tearing. vsync on produces a timed stutter (noticeable when rotating the camera with RMB), some users have attributed this to no FPS limit. adaptive vsync still produces tearing, although in some cases to a lesser degree, and produces various artifacts/glitches with HDR bloom enabled.

  2. [re:#1] - adaptive vsync/hdr bloom enabled: thin/thick horizontal black/colored bands appear (black/white during movies), or portions of the UI flicker in/out, randomly or while using the menu, mousing over units/production tabs/research purchase buttons or rotating the camera in sensors manager, with the build queue open, or with the unit list/command ui visible (when a unit is selected). strangely, research and launch menus are almost completely unaffected, except for a rare artifact. also, when staring at the sun, enemy ship formations (or just pixels/asteroids) flicker black in the background. furthermore: adaptive vsync overall performance seems very sluggish, screen appears to stutter when panning the camera around (does not occur with vsync off). even cutscene panning appears laggy at times (vsync off produces tearing).

  3. [re:#1] - one occurrence: strangely, disabled vsync and hdr bloom via options, and re-enabled them, the problem disappeared until some future event, possibly a cutscene. cannot replicate/confirm. furthermore, several things may retrigger the effect: opening a menu, having the sensors manager open while cycling the options, having build queue open while switching modes, etc… seems rather random and ubiquitous.

  4. new [critical] - one occurrence: pausing after a cutscene while an autosave is being performed may lead to CTD: Access Violation (cutscene also included zoom in/out of sensors manager, mission 06 HW1:R). however, cause unknown.

  5. [critical] - several occurrences: engine audio glitches/looping sounds, as other have mentioned. seems to occur when objects have difficulty undocking? ie: capital in the way, so they bunch up and bump into eachother. viewing an object close up, usually mothership, cariers, or capitals. opening the menu cancels the effect in some instances.

  6. [severe] - one occurrence: sound stuttering repeat loop for 2-3 seconds, then CTD: cause unknown.

  7. [major] - lacking a map with a green backdrop, and a deep red. maybe repurpose one of the mostly orange/yellow maps. hue, color balance, or selective color patch? or replace one of the less interesting ones. otherwise looks good.

  8. new [major] - after initial gearbox intro logo, screen goes black and remains until escape, spacebar, etc are pressed (enter does not work). furthermore, black doesn’t really appear black?

  9. [minor] - camera does not pan smoothly/interpolate between targets during some actions/sequences (ie: unit deaths when focused on selection), it simply jumps to a new target location: disorienting.

  10. ??? [minor] - one occurrence: dock order audio will play 20-40 times, pause, and repeat indefinitely (for however many units were queued). unknown cause (possibly if you queue up a bunch of units while paused, after a cutscene)?

  11. ??? [minor] - when pointing the center of the camera at the sun, the rays flip around the center axis. actually, this is probably related to the way sprites are drawn, it happens when looking directly at beams too. implication: the sun is a beam, careful to avoid! ;o

  12. NEW [minor] - move order audio plays for each unit that undocks when auto-launch is set (if you give the group a move order before all have finished undocking). with many units docked, this gets very spammy.

GRAPHICS / SOUND (HW1:RM) ----

  1. [major] - drones frigate respawn explosions are too loud, and incorrectly report as damage taken. unnecessary and distracting.

  2. [minor] - one occurrence: music failed to play, and would not start. occurred in the taidan base mission.

  3. new [minor] - assault frigate incorrectly reports ‘flak frigate taking heavy damage’.

  4. new [minor] - while building units and capturing ion array frigates in mission 04, in some instances, ‘enemy frigate captured’ audio will play instead of ‘assault frigate complete’, or ‘ion cannon frigate complete’. likewise, ‘enemy destroyer captured’ audio plays twice, if an ion frigate is built during the same period.

  5. NEW [minor] - when a taidani heavy cruiser is captured it has an all white texture, not player color scheme. captured a second, only half of it had player scheme, other half was white (missions 10-to-end HW1:RM). at some point (mission change?), 2 of them reverted to the default scheme (red/yellow), 1 of them remains half white/half player scheme.

  6. NEW [minor] - resource controllers do not observe the player’s color scheme and are yellow by default.

GRAPHICS / SOUND (HW2:RM) ----

  1. ??? [major] - beams on battlecruisers are sometimes not drawn, except a glowing effect around the gun turret. ie: top beam may not be visible, but the bottom one is. or maybe the top turret effect is being drawn erroneously when the gun has no angle on the target.

CAMPAIGN / AI (ALL:RM) ----

  1. [minor] - AI, will follow scouts/recons to their deaths, ignoring other targets. exploitable, used to exist in originals as well.

  2. ??? [minor] - AI, mission 10 HW1:RM, about 7 mines did not react at all, then 2 minutes later, all targetted the same ship, even though it hadn’t moved… further instances of mines which do not react to motion.

  3. ??? [minor] - AI, kadeshi fighters/ships seem to always target drones first, and can barely hit them.

  4. [minor] - AI, group of fighters (not bombers) targetted an ion cannon frigate just built at the mothership, resulting in their deaths after travelling some 15km without attacking their pursuers.

CAMPAIGN / AI (HW1:RM) ----

  1. [critical] - mission 10, units cannot hit the taidani base from side angle. one of every several hundred shots lands, due to where the hitbox is. attacking from the front does not pose this problem.

  2. [severe] - mission 10, there are some gaps in the radiation cloud coverage around the taidani base, which are impossible to predict.

  3. ??? [severe] - mission 07, 2 kadeshi motherships are indestructible until they reach the central beacon. (fixed?)

  4. [major] - mission 02, pirate carrier near khar-selim has no tactical overlay, even after cycled.

  5. [major] - mission 04, turanic raiders carrier (same model), does not have a tactical overlay either.

  6. new [major] - mission 05, in some instances, defender sub-systems research might not become available. cause unknown.

  7. NEW [major] - mission 06, in some instances, drone frigate research might not become available after trading with bentusi. cause unknown.

  8. [major] - mission 13, the ship stolen by the junkyard dog never regains ability to move after dog is killed. no actions ui visible upon selection, to scuttle must ctrl-shift-e (also, can you scuttle while dog is in control, untested)?

  9. ??? NEW [major] - mission 13, if junkyard dog steals a cruiser, and support frigates are healing it from the other side, plus lots of ships/strike craft bunched around, the dog may begin spinning in place with the capture ship (not simply glitching, hard spin). causing shots to miss. normally it can be killed in under 30 seconds while carrying a frigate. units have a hard time getting an angle too, and they will all bunch up around the dog in a huddle.

  10. ??? NEW [major] - mission 16, the second group that hyperspaces in from the bottom simply failed to move after spawning and never attacked. they did kill a probe i sent at them however, maybe that triggered them to stop.

  11. new [minor] - mission 01, audio mentions setting ‘aggressive/evasive’ tactics. evasive was a HW1 setting. using passive has no effect and fails the trial. defensive and aggressive work. also, when the new group of drones spawn, they break formation after hyperspacing, and reform as default/broad.

  12. new [minor] - mission 03, kharak destruction cutscene audio lacks pauses between statements.

  13. new [minor] - mission 03, one of the damaged cryo-trays is missing after the cutscene is played, even though it had 30% health left. mysteriously, the first loaded cryo-tray produces the audio ‘200,000 people secured’. shouldn’t that be 100,000 per tray? (note: one of the trays was selected for salvage before the cutscene, but the corvette was still in the same place as before cutscene began).

  14. new [minor] - mission 03, audio refers to ‘frigate chassis research’, but that is actually ‘capital ship chassis’ under assault frigate.

  15. new [minor] - mission 02, destroy the carrier objective is rather oddly worded. it seems impossible without building all heavy corvettes. however, you only have to damage it slightly or kill a certain amount of units, and the enemies ‘flee’.

  16. new [minor] - mission 06, fighters/bombers are dying to asteroid collisions, not explosions. when an asteroid splits, fighters don’t avoid the new fragments in time (approach too close)? corvettes mostly don’t suffer from this problem but lost 4/20. 1 resource collector 5% HP left due to collision.

  17. NEW [minor] - mission 06, one asteroid failed to split (visually), but had 2 hitboxes within it. it was targettable, but not a single unit would attack it. just faced it and didn’t fire. eventually, after about 15 seconds, they started firing, no change in its status.

  18. NEW [minor] - mission 09, enemy units will not leave the vicinity of the ghost ship. however, they just sit at the edge (instead moving back slightly, not all the way) and will not fire back at units attacking them. they are easily outranged by destroyers since they’re all assault frigates, which also makes attacking the ghost ship with bombers/corvettes rather problematic, since there are 30-40 of them. the area indicated during the cutscene as being affected by the ship is also too small, it’s actually twice as large. also, limit the number of capped ships to no more than 2 every 15 seconds. more of a complex problem to balance the mission (or simply have them attack, i’m sure 30-40 can do some good damage, better than sitting there and trolling the player).

  19. [minor] - mission 10, objectives have flipped descriptions. destroy all defenses objective mentions the carrier destruction, while enemy carrier objective mentions destroying all ships.

  20. [minor] - mission 15, final research ship aux hub failed to launch (auto-launch set) at mission start. research ship is unselectable and unmovable until all aux hubs undock.

  21. ??? NEW [minor] - mission 16, heavy cruisers cannot cross the asteroid belt on the far side of the map, by the taidani flagship. instead they just spin around in circles, unless told to go around. it’s actually pretty funny to watch ;p

CAMPAIGN / AI (HW2:RM) ----

  1. [critical] - all of the bishop transports in mission 2 keep circling at the dock, bumping into eachother, and not allowing the mission to progress, if mothership is sitting next to some asteroids. however, there is no objective to dock each transport, hence no indication of what to do.

  2. [severe] - units do not automatically attack low atmosphere deprivation weapons in last mission (defensive stance, aggressive not tested).

  3. [major] - final hiigara mission and planet sequence audio/music seems awkwardly silent, for what is a major scene. add filler maybe, and change the mission music style (ie: just switch tracks), or put the original audio back in?

  4. [minor] - bentusi ruins mission mothership wreck flashes in and out while viewing sensors manager (possibly tied to sensor ‘pings’?).

  5. [minor] - ‘dock the dreadnought with the shipyard’ audio plays after it has been repaired while undocking from the shipyard.


ENVIRONMENT (ALL:C) ----

  1. new [major] - executable parameters cannot be set per game through the launcher. steam settings must be changed each time, depending on the game you wish to launch (variables will be passed to launcher).

  2. new [minor] - frontend to set screen width/height registry options or command-line/in-game support (widescreen + 32 bit screen depth appears to crash HW1:C, still running, black screen desktop rendered withing the game @640x480).

ENVIRONMENT (HW1:C) ----

  1. new [severe] - registry settings for video options are not created/saved. must run HW1:C as admin one time to create keys, then grant users full registry permissions for HKLM\Software\Sierra On-Line, or HW1:C fails to read them. info: Unable to run HW2 Disc(AND Gearbox's classic) version on Win7 64bit AMD GFX [Workaround]

ENVIRONMENT (HW2:C) ----

  1. new [critical] - ati graphics cards CTD blackscreen: as reported by users drakolombardi and Sammi79 this is due to the ati driver file atioglxx.dll newer than catalyst v14.4. workaround: copy 14.4 version to homeworld\bin\release folder (although has several graphical glitches). info: Unable to run HW2 Disc(AND Gearbox's classic) version on Win7 64bit AMD GFX [Workaround]

ENVIRONMENT (SHIFT) ----

  1. new [severe] - shift client uses tcp port 5000 to establish an outgoing connection. this port should be avoided. furthermore, read my post here: Can't connect to Shift

TOTAL: 8 resource + 30 unit/formation + 18 UI + 19 gfx/sound + 30 campaign + 5 env = 110 bugs and improvements


3 Likes

I can’t confirm most of those bugs, because I didn’t get very many (bar the one I’ve quoted and a few sound errors from no post-processing), but this bug I quoted was already in Classic, so probably an engine bug due to scripting (the objective to “dock the dreadnaught” probably doesn’t trigger as completed before the cutscene starts, so the game wrongly believes the objective still needs to be completed and plays the track because the dreadnaught is not docked with the shipyard as it should be, this can be fixed by just changing the “completed objective” script to happen when the cutscene begins.)

With HW2 mechanics, shooting a ship you’re capturing greatly speeds up the capture progress. I’d say this is intended and alright.

Yep, that’s what those blue bits have always been for. This was more essential in HW1 where fuel for strike craft could turn into an issue at any moment.
I’m more concerned that harvesters docking with the Resource Controller don’t get automatically repaired. What’s more if they’re under attack they’ll keep trying to dock with it meaning support craft cant conduct repairs.

1 Like

never noticed, and my memory doesn’t go back that far. maybe they were useful in the days when SC needed constant fuel. now they just serve as a hindrance, ie: when the queue fills up for local support ships, they will re-route to a collector 10km away. even though 4x carrier, 4x support should be able to dock some 12-16 SC, so with seventy max queue = 4-6. rare that you dock all though.

as for the other docking behaviour you mentioned, haven’t noticed that either. but there are some queue/docking problems with repair it seems in various places. thanks. ill reduce the severity of it, its not that critical after all but annoying none the less. there are still plenty of bugs like that i haven’t found because i’ve been looking mainly at the macro, not the micro level still.

some items have been removed from the list, either because they were fixed, or determined not to be a bug.

updated march 20, 2015 - the following 24 NEW items have recently been added (quoted for changelog):


RESOURCE COLLECTORS (HW1:RM) ----

  1. new [minor] - holding pattern on resource controller is too far out (2km).

  2. new [minor] - salvage carried by collectors is sometimes not drawn, mouseover still displays RU count though. possibly salvage was on the verge of ‘expiring’, or multiple collectors were assigned to that salvage, since they were the final pieces or the ‘local group’?


UNITS / FORMATIONS (ALL:RM) ----

  1. new [critical] - set passive formation, select a target to attack. after target is defeated, units will continue attacking enemy units even though they should stand down.

  2. new [re:#2] - thus, giving a unit a move order which is in passive mode will cause them to stop moving once they kill their current target, select a new target, attack it, and fail to continue moving. units must be set to passive (to cancel their existing target first), then given a move order, then set back to defensive, defeating any tactical advantages.

UNITS / FORMATIONS (HW1:RM) ----

  1. new [major] - fighters may have difficulty hitting other fighters. one lasted with next to zero health for over 30 seconds. all the shots just flew right by it…

  2. new [minor] - all units (previously mentioned salvage corvettes) erroneously react to repair orders by moving to the closest unit in the selection (when part of a selection group with support frigates or repair corvettes).


USER INTERFACE (ALL:RM) ----

  1. new [major] - UI scaling option is best set to 1.2 @ 1920x1080. test other resolutions and possibly default this option?

  2. new [minor] - ‘gameplay options’ menu text is truncated on the right side. ‘enable right-click menu’ option fails to mention ‘(hold shift)’.


GRAPHICS / SOUND (ALL:RM) ----

  1. new [critical] - one occurrence: pausing after a cutscene while an autosave is being performed may lead to CTD: Access Violation (cutscene also included zoom in/out of sensors manager, mission 06 HW1:R). however, cause unknown.

  2. new [major] - after initial gearbox intro logo, screen goes black and remains until escape, spacebar, etc are pressed (enter does not work). furthermore, black doesn’t really appear black?

GRAPHICS / SOUND (HW1:RM) ----

  1. new [minor] - assault frigate incorrectly reports ‘flak frigate taking heavy damage’.

  2. new [minor] - while building units and capturing ion array frigates in mission 04, in some instances, ‘enemy frigate captured’ audio will play instead of ‘assault frigate complete’, or ‘ion cannon frigate complete’. likewise, ‘enemy destroyer captured’ audio plays twice, if an ion frigate is built during the same period.


CAMPAIGN / AI (HW1:RM) ----

  1. new [major] - mission 05, in some instances, defender sub-systems research might not become available. cause unknown.

  2. new [minor] - mission 01, audio mentions setting ‘aggressive/evasive’ tactics. evasive was a HW1 setting. using passive has no effect and fails the trial. defensive and aggressive work. also, when the new group of drones spawn, they break formation after hyperspacing, and reform as default/broad.

  3. new [minor] - mission 03, kharak destruction cutscene audio lacks pauses between statements.

  4. new [minor] - mission 03, one of the damaged cryo-trays is missing after the cutscene is played, even though it had 30% health left. mysteriously, the first loaded cryo-tray produces the audio ‘200,000 people secured’. shouldn’t that be 100,000 per tray? (note: one of the trays was selected for salvage before the cutscene, but the corvette was still in the same place as before cutscene began).

  5. new [minor] - mission 03, audio refers to ‘frigate chassis research’, but that is actually ‘capital ship chassis’ under assault frigate.

  6. new [minor] - mission 02, destroy the carrier objective is rather oddly worded. it seems impossible without building all heavy corvettes. however, you only have to damage it slightly or kill a certain amount of units, and the enemies ‘flee’.

  7. new [minor] - mission 06, fighters/bombers are dying to asteroid collisions, not explosions. when an asteroid splits, fighters don’t avoid the new fragments in time (approach too close)? corvettes mostly don’t suffer from this problem but lost 4/20. 1 resource collector 5% HP left due to collision.


ENVIRONMENT (ALL:C) ----

  1. new [major] - executable parameters cannot be set per game through the launcher. steam settings must be changed each time, depending on the game you wish to launch (variables will be passed to launcher).

  2. new [minor] - frontend to set screen width/height registry options or command-line/in-game support (widescreen + 32 bit screen depth appears to crash HW1:C, still running, black screen desktop rendered withing the game @640x480).

ENVIRONMENT (HW1:C) ----

  1. new [severe] - registry settings for video options are not created/saved. must run HW1:C as admin one time to create keys, then grant users full registry permissions for HKLM\Software\Sierra On-Line, or HW1:C fails to read them. info: Unable to run HW2 Disc(AND Gearbox's classic) version on Win7 64bit AMD GFX [Workaround]

ENVIRONMENT (HW2:C) ----

  1. new [critical] - ati graphics cards CTD blackscreen: as reported by users drakolombardi and Sammi79 this is due to the ati driver file atioglxx.dll newer than catalyst v14.4. workaround: copy 14.4 version to homeworld\bin\release folder (although has several graphical glitches). info: Unable to run HW2 Disc(AND Gearbox's classic) version on Win7 64bit AMD GFX [Workaround]

ENVIRONMENT (SHIFT) ----

  1. new [severe] - shift client uses tcp port 5000 to establish an outgoing connection. this port should be avoided. furthermore, read my post here: Can't connect to Shift

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2nd playthrough of HW1:RM completed. i’ll do a final one of these after 2nd HW2:RM playthrough.

some items have been removed from the list, either because they were fixed, or determined not to be a bug.

updated march 21, 2015 - the following 14 NEW items have recently been added (quoted for changelog):


RESOURCE COLLECTORS (HW1:RM) ----

  1. ??? NEW [major] - often, resourcers fail to auto-harvest asteroids or gas deposits after the ‘local group’ has been depleted (towards the end of HW1:RM campaign).

UNITS / FORMATIONS (ALL:RM) ----

  1. ??? NEW [minor] - captured units cannot ‘undock’ and are not actually ‘captured’ until all resourcers delivering salvage dock? or until docking queue is clear?

UNITS / FORMATIONS (HW1:RM) ----

  1. ??? NEW [major] - taidan destroyer guns (captured) are not within their engagement range. they have guns with about 4km range, but they attempt to set their distance to 8-10km, and spin in a circle? they still report victory though, lol ;p

  2. NEW [major] - carrier guns are not within their engagement range. when set to defensive/aggressive, carriers do not close the distance to their target.


USER INTERFACE (HW1:RM) ----

  1. ??? NEW [minor] - kadeshi multi-beam frigate tactical overlay is too small? or maybe make all anti fighter/corvette frigates smaller in the same way (or maybe not quite that small)?

GRAPHICS / SOUND (ALL:RM) ----

  1. NEW [minor] - move order audio plays for each unit that undocks when auto-launch is set (if you give the group a move order before all have finished undocking). with many units docked, this gets very spammy.

GRAPHICS / SOUND (HW1:RM) ----

  1. NEW [minor] - when a taidani heavy cruiser is captured it has an all white texture, not player color scheme. captured a second, only half of it had player scheme, other half was white (missions 10-to-end HW1:RM). at some point (mission change?), 2 of them reverted to the default scheme (red/yellow), 1 of them remains half white/half player scheme.

  2. NEW [minor] - resource controllers do not observe the player’s color scheme and are yellow by default.


CAMPAIGN / AI (HW1:RM) ----

  1. NEW [major] - mission 06, in some instances, drone frigate research might not become available after trading with bentusi. cause unknown.

  2. ??? NEW [major] - mission 13, if junkyard dog steals a cruiser, and support frigates are healing it from the other side, plus lots of ships/strike craft bunched around, the dog may begin spinning in place with the capture ship (not simply glitching, hard spin). causing shots to miss. normally it can be killed in under 30 seconds while carrying a frigate. units have a hard time getting an angle too, and they will all bunch up around the dog in a huddle.

  3. ??? NEW [major] - mission 16, the second group that hyperspaces in from the bottom simply failed to move after spawning and never attacked. they did kill a probe i sent at them however, maybe that triggered them to stop.

  4. NEW [minor] - mission 06, one asteroid failed to split (visually), but had 2 hitboxes within it. it was targettable, but not a single unit would attack it. just faced it and didn’t fire. eventually, after about 15 seconds, they started firing, no change in its status.

  5. NEW [minor] - mission 09, enemy units will not leave the vicinity of the ghost ship. however, they just sit at the edge (instead moving back slightly, not all the way) and will not fire back at units attacking them. they are easily outranged by destroyers since they’re all assault frigates, which also makes attacking the ghost ship with bombers/corvettes rather problematic, since there are 30-40 of them. the area indicated during the cutscene as being affected by the ship is also too small, it’s actually twice as large. also, limit the number of capped ships to no more than 2 every 15 seconds. more of a complex problem to balance the mission (or simply have them attack, i’m sure 30-40 can do some good damage, better than sitting there and trolling the player).

  6. ??? NEW [minor] - mission 16, heavy cruisers cannot cross the asteroid belt on the far side of the map, by the taidani flagship. instead they just spin around in circles, unless told to go around. it’s actually pretty funny to watch ;p