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This user's son speaking.

Anyone who wants to can use this thread to post bugs they encounter in the game to make it easier for GOG to notify the developer's or the devs themselves to check.

I just encountered the only bug I know of since I started playing Up-Armored Edition and it happens EVERY time without fail.

In Freelance, under Operations there is one called Inner City. On Inner City's map Nobre Dunes Gated Community there is at least one turret that as soon as it detects you the game crashes.

Since there is no map to show the exact location, the easiest way I know of to find it is to start from the south-west entrance and head right while staying at the bottom of the map until you can go right no further, then head up and left following along the uncrossable section until you get to some green wall, tear that down, walk through and head right, the turret is over there surrounded by green wall. As soon as it sees you the game will crash.

Devs might wanna check all the other turrets in each of the maps but especially the ones on Nobre Dunes Gated Community just in case.

I've heard Stellar Jockeys is releasing a patch soon. GOG please let them know of this soon, maybe they can include this in their fixes if they don't already know about it. =)

P.S. I read somewhere that Steam got a hotfix for this problem, but it is either not in the GOG version yet, or it isn't fixed.
Post edited June 05, 2017 by crazydaisy
The same issue happens in the D3 campaign map (Placebo Syndrome). The game crashes, due to too many turrets on the map.
According to the steam forums, it's a known issue. Still, we need this patched over here, too. The sooner, the better.
Post edited June 05, 2017 by vonHardenberg
Not a big problem but for me almost every time I try to launch the game from GOG Galaxy I get a crash on the start up loading screen 'Brigador has stopped working' but when I launch it directly from the folder via the .exe it works fine every time.
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DazzyJeff: Not a big problem but for me almost every time I try to launch the game from GOG Galaxy I get a crash on the start up loading screen 'Brigador has stopped working' but when I launch it directly from the folder via the .exe it works fine every time.
Are you still experiencing this issue in Galaxy 1.2.10 and the latest version of the game?
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DazzyJeff: Not a big problem but for me almost every time I try to launch the game from GOG Galaxy I get a crash on the start up loading screen 'Brigador has stopped working' but when I launch it directly from the folder via the .exe it works fine every time.
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JudasIscariot: Are you still experiencing this issue in Galaxy 1.2.10 and the latest version of the game?
Hi, yes it still seems to be a problem. I have Galaxy 1.2.10 and the installed version of the game on Galaxy is 1.3.2A
Dev here! The Nobre Dunes / D3 crash should already be addressed on the GoG PC build, and we've got a Linux fix coming in asap.
Yeah, I have the same crash without fail whenever a(ny) turret enters the screen on Nobre Dunes. Sucks 'cuz the map looks like huge fun.

I'm still on the GoG Brigador download that was uploaded on release day. Has it been updated since then? I didn't get a notification. Ah, I see it has. So just download the entire thing again and reinstall it over itself? Ugh, gog update and patch logs/notifications are still so confusing sometimes. I always feel nervous downloading and reinstalling a full game just for an update. Lot of bandwidth and i've never any idea whether my savegames/progress are going to be destroyed.
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Sculpy: Yeah, I have the same crash without fail whenever a(ny) turret enters the screen on Nobre Dunes. Sucks 'cuz the map looks like huge fun.

I'm still on the GoG Brigador download that was uploaded on release day. Has it been updated since then? I didn't get a notification. Ah, I see it has. So just download the entire thing again and reinstall it over itself? Ugh, gog update and patch logs/notifications are still so confusing sometimes. I always feel nervous downloading and reinstalling a full game just for an update. Lot of bandwidth and i've never any idea whether my savegames/progress are going to be destroyed.
I have downloaded the new version of the game (1.32a) and installed it over the 1.32.

I kept my save intact, so don't worry about reinstalling the game, it'll just update the files.
Thanks, yeah everything was good. Update fixed the turret crash, Nobre Dunes is a great map!
Hi, there seems to be an issue with mission 12 (Joy Bus/Hell Ride) which is where you start with no ammo and have to depend on your special weapon (AK pulse, camo, etc.), however, those weapons are not showing or working in the mission which makes it impossible to complete and advance.
I don't believe that's a bug. It's very possible to break through to the ammo using only the stomp/bullrush/slam of whichever vehicle you choose. Some are trickier than others.
Like Sculpy said, that's by design and intentional for this mission.

Easiest way would be to take one of the fast vehicles like the Pompadour Agrav and smash through the train wagons blocking the road further up and bob and weave your way all the way to the ammo depots at the other end of the map. Stock up, get rid of any suicide drones getting too close and make your way back to the starting area to complete the mission.

Alternatively, through appropriate push and pull movements you can also direct the suicide drones closer to the Citadel (you're supposed to destroy to complete the mission) and let its mortars take out the suicide drones for you. Once they're all gone, stomp the shit out of the Citadel, sorted.

You could even try to stomp and destroy the Citadel without getting rid of the suicide drones first. It's a bit more trickier with the drones around but absolutely doable.

While going through the extensive lore and all the descriptions (VERY entertaining to read by the way) I noticed a small error in the acquisitions entry for the 'Chieftain' weapon:

"The Spacer design team seemed to have problems getting the optics to handle the load, as the beam scatters with continued use. Excellent in short bursts, but maintaining any kind of sustained fire degrades accuracy so severely it's impractical to do so even even at short range. The capacity for an unreasonably high cycling rate is retained on the system however, as I suspect even Spacers enjoy a game of chance from time to time."
Post edited July 03, 2017 by Tengant
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Sculpy: I don't believe that's a bug. It's very possible to break through to the ammo using only the stomp/bullrush/slam of whichever vehicle you choose. Some are trickier than others.
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Tengant: Alternatively, through appropriate push and pull movements you can also direct the suicide drones closer to the Citadel (you're supposed to destroy to complete the mission) and let its mortars take out the suicide drones for you. Once they're all gone, stomp the shit out of the Citadel, sorted.
Yeah, I tried the mission again with Troubadour and tricked the Citadel into killing the drones with its artillery, that was just crazy. Thanks, guys, this game is awesome.
New builds should have just come through. Please let us know if there's any issues.

Also Tengant, thanks for the close read on the Chieftain text—that one slipped through apparently, and I'll have it fixed soon. Cheers!
There seems to be an animation-related issue with potentially all of the Spacer Light Mechs when they're standing still and firing at the same time.
For now I only noticed this while engaging Cantors, but since all Spacer Light Mechs are sharing the same leg design and thus the same animation sets(?) it's probably occuring on the others (Hound, Howler, Sleepwalker and Widow) as well.
The issue manifests twofold in a kind of jittery motion, as if the mech is stuck on something on the terrain and the walking animation being played out (while not actually moving at all) when turning and trying to follow the movement of and firing at my vehicle.

Some footage I captured (and, looking at it, maybe brightened up a bit too much) which should demonstrate the issue:
youtube.com/watch?v=vf4q40VHS0k