This is the Engineer professions current bug list.
Post below any new bugs or discussion of the old ones.
Green - Feedback from FC
Orange - Status
1. Pets
c. Pets get stuck in the floor inside a room in AI ships. Only way to get them out is by pet warp which is very slow. This happends almost exclusively in ships with several floors, where the top of the lift is located inside a big room. The pets get stuck in that room.
Though this happends much for us, the testing team is having problems reproducing it. If someone could provide better information as to the exact room/situation it will help
Information added 16/11/06
d. Pets get caught in some places (pathing?)
I. In CoH on the way to the door where the first Necromancer is.
II. In aliens ships boss room, pets get stuck in the northern room
III. In SL missions, pets don't climb the stairs in the boss room
IV. In RK missions, bots are sometimes stuck in doors, appearing to go back and forth in and out of the door. Might happen more starting with 16.4.
V. In the battlestation central area.
IV added 29/10
g. Engi pets can be attacked by if the engi is flagged, without giving a flag to the attacker. This is true even if the attacker is teamed with the engi.
j. When pets are issued a /pet behind, and the engi gets attacked by some mob, pets immediately run off in a random direction at top speed, or run at the mobs and then stop, or do some other foolish manouver.
k. In alien ships when you get warped pets sometimes start showing up as enemy mobs. This also happends in Primus Camp after warp to mob. Pet Warp seems to solve it. Setting bots on wait and then running out/returning back to their range also sometimes fixes it. In rare cases bots disconnect and dissapear.
New Information 26/10/06, 6/1/07
m. Bots will sometimes dissapear in RK missions. The bots will continue to fight, but no damage messages appear, either by the bots or done to the bots. Mobs hit this way will appear to die with full HP (or with the damage done by other means only). This was only reported in building missions.
o. A pet that is snared, even with a small snares, stops moving completly.
r. When fighting Ankari type Generals, pets sometime stop responding, and nothing will bring them back. This might be due to Viral Pet Trapper being cast on them, and them not coming back under control when it is removed. Pets do answer as if following commands, but they don't do a thing. They cannot be terminated either, so the only way to solve it is to relog.
s. Pets sometimes attack the owner if the owner is flagged. They might also snare. Ways to reproduce:
- Use biorejuvenation while attacking a guard or a player of the same faction. This heals the guard thus getting you on the pet hate list.
- Trim the pet with AI trimmer or Avoidence trimmer, which damages the pet.
- Use grenade (HSR hedgehog from shops, don't need to be high level) and do AoE damage.
Guard example and other examples added 23-27 Feb 07
t. When a pet is cocooned in apf42, and the engineer dies, the pet still keeps the cocoon nano, but not the cocoon. The main effect visible is 10% size. After the nano is removed, the pet might still remain small (10%).
New 20/10/06
u. In some rare cases, bots disconnect when issuing /pet wait. One way to see this is to issue /pet wait and run away. If you come back quickly, you see "Pet reconnection successful", otherwise, the pet will despawn after some time. This happens about once in 20 times. It is reported to be more often if you got warped often (i.e. primus camp).
New 26/10/06
v. Very similar to m, bots will sometimes dissapear in RK missions. In this case damage messages appear, and mobs do appear to take damage. When trying to buff bots you get "Target out of range for nano program." Zoning or pet warping fixes the problem.
New from 16.4 29/10/06
x. Pets cannot climb the warp platforms in the battlestation. This means that someone under attack can just jump on the platform and the pets cannot reach him.
New from 17.0
z. RK dynas are doing unreasonable amounts of damage on pets, independent of level. For example, a "Horrorblood of the Hive" lvl 148 is doing 1K nukes, see logs
here. This appears to be
Shadow Touch, a pet specific nano. It might be quite an old thing meant to stop pet owners from soloing dynas, which no longer makes sense.
Might be old, reported July 2007
aa. If you run/fly across watery areas pets sometimes switch to swim mode when entering water area and forgetting to switch back to run mode once they leave water. It got fixed once pets are near you, but in case of them lagging way back behind and having aggro - only real solution to get them is to zone.
Reported November 2007
ab. Pets randomly runs out to 0,0 coordinates of playfiend on zoning. Neither /pet wait nor pet warp helps.
Reported March 2008
2. Nanos
e. Offensive aura effects are of the same school, and the same as the generators. Thus casting Null Space Disruptor protects an engi from another engi's auras, and an engi can erase everyone's hostile aura (say blind) by casting another (say reflect).
g. Empowered Reactive Harmonic Cocoon stops refreshing after 2 hours, unless you zone.
i. The MM requirement on the nanos Lesser Software Hacking Shielding, Software Hacking Shielding, Advanced Software Hacking Shielding is inconsistent with the TS req on the parallel crat nanos. It is 1300, 1500 and 1900 instead of 900, 1200 and 1400 respectively.
New from 17.3
j. The requirement on the nano formula Masters Bidding are unreasonable: 1301 PM/SI. It seems like it was supposed to be a crat nano, and a parallel engi nano is missing.
o. Composite Ranged Expertise stacks with Grenade Expertise and LR Energy Weapon Expertise.
p. Philosopher's Stone doesn't stack with Engineer Composite Tradeskills.
3. Perks / Perk Specials / Procs
b. LE procs Cushion Blows and Personal Protection buff for very little, even considering the low research level required, 1 damage shield and 13 AC.
New from 17.0.x
d. One type 2 proc should have been type 1 since there are 7 type 2 and 5 type 1. Best candidate for it is Drone Missles since it would make running two DD procs possible.
New from 17.0.x, reported only 25 Feb 07
4. Trimmers
a. Divert energy to health seems to not work properly (at least on SL bots). The health increases, but within a few seconds the pet loses all the health it gained from the trimmer. This is probably because the max health buff is done after the +HP one. It only works as a +4K heal.
c. The tradeskill for the Trimmer - Improve Actuators is bugged in that any trimmer over ql 222 cannot be built due to requiring an Empty Trimmer Casing of ql 201 or greater, which doesnt exist.
ql300 trimmers were added to the database in 16.4.4, but nothing above ql220 was found in game. Still not clear if this is fixed or not.
d. If activating Energy to Avoidance causes the pet to have negative health, it doesn't die as it is supposed to. Instead it gets a huge HP bar.
e. Using a Trimmer - Divert Energy to Avoidance in zones with guards makes the guards attack you and get a pvp flag.
5.Items
c. When the Hood of Black Waters is hotswaped to an Organic armour helmet and then hotswap back in, the engie will be wearing the hood of black waters but his face will be the look of the organic armour helmet. Mods might be of both helmets.
e. Some Penultimate Ofab Engineer armor pieces are missing bonuses compared to Tier 3 armor. Body misses MC. Helmet misses NP and Tutoring. Sleeves miss Pharmaceuticals and Break&Entry.
g. Ancient Skills Library is missing Psychology. Supposedly it should have included all Tradeskills.
New from 17.3