Hmm, I see quite a few bugs from my own list there... True to my reputation as bug man I'll post what I found here:
- The laser turret's anti-air clip size doesn't match the anti-ground one.
- Missile Defender's Laser Lock switches Damage Type from Infantry_Missile to Armor_Piercing which bypasses the extra resistance against Infantry_Missile damage these units' armour has (Dragon Tank & Toxin Truck). This kind of defeats the purpose of those units.
- Units fire at infantry that is dying to radiation, fire or toxin. They are already dead, but often my units feel the need to unload a couple of rounds into them, which can be pretty messy if the dying infantry is among my units.
- Due to a duplicate piece of code, the Crusader tank receives the Composite Armor upgrade TWICE (hit points go from 480 to 680). Composite Armor gives Crusader 200 and Paladin 100 extra hit points, which is not a 25% bonus as advertised. Should be 480+120=600 for Crusader and 500+125=625 for Paladin.
- When the Missile Defenders inside a Hum-Vee shoot a target that is REALLY close, the explosion from the rockets kills the Hum-Vee. Doesn't happen with RPG Troopers or Tank Hunters.
- The pieces that fly off destroyed Overlords can be attacked by anti-air units.
- Marauder Tanks with two scrap upgrades only fire ONE shot, then wait a while before they fire another two. They don't start off firing two, like other two-shooter units such as Overlords do.
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