tracker snapshots: commit the sheet as CSV so tester edits are a git diff (tools/tracker_snapshot.py). Oracle edited fields overnight and working out WHICH fields required diffing against a stale snapshot -- three genuine tester edits were buried under ~60 lines of my own date-stamping and status normalisation, and one of them (#187, weapon list narrowed from ballistics to MISSILES) changed what the ticket was about. Now: snapshot writes docs/tracker/{OPEN,CLOSED}.csv sorted by TICKET NUMBER rather than sheet order, so re-prioritising produces no diff noise and only real content changes show; --diff refreshes and prints the delta against the committed copy. Credentials stay out of the repo (env vars or the gitignored scratchpad/tracker_bridge.local) since the bridge URL + token together are write access to a live shared document. Workflow documented in context/playtest-tracker.md: snapshot at the end of a session and before the next, and the gap between those commits is exactly what the testers did.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Joe DiPrima
2026-08-15 09:24:40 -05:00
co-authored by Claude Opus 5
parent 37e1a0cd52
commit 0de086de12
5 changed files with 439 additions and 0 deletions
+3
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@@ -71,3 +71,6 @@ scratchpad/**/*.dll
scratchpad/**/SESSION_HANDOFF*.md
scratchpad/**/AGENT_FINDINGS*.md
scratchpad/**/message*.txt
# tracker bridge credentials (URL + token = write access to the shared sheet) -- NEVER commit
scratchpad/tracker_bridge.local
+19
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@@ -125,6 +125,25 @@ know if it happens again". If the thread already answers it, do not ask again.
3. Reconciling ~50 tickets against their threads is a fan-out job — one agent per batch of ~7,
returning `{num, dev_status, priority, dev_comment}`.
## Snapshots — knowing what the testers changed
`python tools/tracker_snapshot.py` writes `docs/tracker/OPEN.csv` + `CLOSED.csv` and they are
COMMITTED, so every tester edit becomes a plain `git diff`. `--diff` refreshes and prints the
change against the committed copy without you having to remember what it used to say.
Rows are written sorted by TICKET NUMBER rather than sheet order, so re-prioritising the OPEN tab
produces no diff noise — only real content changes appear. Snapshot at the END of a working
session and again BEFORE the next one; the gap between those two commits is exactly what the
testers did.
⚠ Credentials never live in the repo: the tool reads `BT_TRACKER_URL` / `BT_TRACKER_TOKEN` from
the environment, or from `scratchpad/tracker_bridge.local` (gitignored).
Why it matters: without a snapshot, separating a tester's edit from your own formatting pass is
guesswork. The first time this came up, a diff against a stale snapshot buried three genuine
tester edits under ~60 lines of my own date-stamping — and one of those three (#187, narrowed
from ballistics to missiles) changed what the ticket was about.
## Access
- **Read** — the sheet is public, so the CSV export works with no auth:
+134
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@@ -0,0 +1,134 @@
#,Test Status,Dev Status,Dev Comments,Tester Comments
18,Pass,✅ DONE,"Engineering aux buttons crashed the game (glass windows)
TEST: click every Engineering panel button, incl. the aux row. No crash.",
20,Pass,✅ DONE,"Auto cooling BALANCE did nothing
TEST: ADV control mode, press BALANCE -- coolant redistributes.",
21,Pass,✅ DONE,"Gear cycling is safe (#21 — and a retraction): we told you the machine bricked lasers on a gear wrap. Several of you said ""nah."" You were right — our reading of ONE number in the original's code was off by a byte-width. Cycle your gears as hard as you like; also fixes the dark recharge arc / dark ready-dot after gear play.",8/14 Oracle - OK
22,Pass,✅ DONE,"#22 Ammo + destroyed weapons did not reset on respawn
TEST: die with empty bins / dead weapons -> respawn full and repaired.",
24,Pass,✅ DONE,Controller hat/look view sticks (recovers after wiggling),"(undated) Testers haven't been seeing this lately, but there was one instance a couple of nights ago that self resolved by moving the hat around a few times."
25,Pass,✅ DONE,"Gamepad turn profile (stick X could not turn the mech)
TEST: RajelAran -- bind an axis to ""Turn"" in content\bindings.txt.",
32,Pass,✅ DONE,"Audio cutting in/out late in the match
TEST: long drop -- audio should stay clean to the end.",
35,Pass,✅ DONE,"Owens crashed when firing lasers (Conn Man x2, long ago)
TEST: Conn Man -- Owens, spam lasers. Believed fixed for a while.",
36,Pass,✅ DONE,"Turning continued after releasing the pad/rudder axis
TEST: RajelAran -- release/center the turn axis, turning stops.",
39,Pass,✅ DONE,"Controls were live before the game screen appeared
TEST: mash fire during load -- nothing happens until the scene shows.",
40,Pass,✅ DONE,"Waiting/join screen burned 45-50% GPU
TEST: GPU near idle while waiting in the join screen.",
43,Pass,✅ DONE,"Comm display: pilot list with KILLS/DEATHS
TEST: all pilots listed, kills/deaths update through the round.",
47,Pass,✅ DONE,"Jam / ammo-bay-fire annunciation
TEST: bay fire alarm looks OK now. Still watching: does the ENG page
button FLASH on a weapon JAM? (run ballistics hot to force jams)",
48,Pass,✅ DONE,"The filled boxes around inactive CONTROL MODE entries and the phantom block between the heading dial and the armor rosette are gone (#48) — stray art was landing on a live armor-damage color slot; the shipped machine drew those regions black and now we do too.
Armor rosette / damage-flash colors no longer go stale on the desktop glass panels — they now track live like the in-pod displays.
The desktop plasma marquee no longer shows garbage between boot and the first callsign draw.",(undated) Radar display looks much better (text)
49,Queued,✅ DONE,"RADAR DRAWS THE WORLD AGAIN (#49): walls, buttes, hills, ridges, buildings and trees now appear on the scope, on every map, using art that shipped with the game. The original filed every pip-bearing terrain object into the radar; our feed was passing only MOVING things, so the scope had nothing static to draw. NOT bugs: the 10 km outer boundary has no radar art (authentic -- the walls ARE the boundary you see), and pips thin out as you zoom out.",
51,Pass,✅ DONE,"Coolant flush sound looped forever
TEST: flush coolant -- the sound ends when the flush ends.",
53,Pass,✅ DONE,"Generators could not be switched OFF
TEST: ENG page -- toggle each generator off and back on.",
54,Pass,✅ DONE,"David) all three energy weapons died for a whole round
TEST: after your first death, weapons must still recharge normally
for the rest of the round.",
56,Pass,✅ DONE,"MFD buttons drift away from where they are drawn
TEST: alt-tab / focus changes mid-round -- buttons stay aligned.",
58,Pass,✅ DONE,"Reticle callsign plate drew as a solid rectangle
TEST: target names under the reticle render as text on every map.",
59,Pass,✅ DONE,"First death permanently froze parts of that player's simulation
TEST: nothing specific -- covered by normal play after dying.",
61,Pass,✅ DONE,"Searchlight toggle was dead
TEST: searchlight button toggles + lamp tracks. (The visible beam and
night-fog change are separate, still to come -- #123.)",
62,Pass,✅ DONE,"Weapon knocked off the power bus stayed dark forever
TEST: fiddle bus/generator selection on the ENG page -- weapons
reconnect on their own (AUTO) instead of staying dead.",
69,Pass,✅ DONE,"""Sunder V1"" renamed to DENKOU
TEST: vehicle picker shows Denkou -- era witnesses, confirm spelling.","(undated) Denkou is correct spelling, confirmed by Ronin who was the one who gave that mech it's name"
70,Pass,✅ DONE,"(Draco) torso twist lost after a death/respawn
TEST: die, respawn, twist. Fixed a while ago but never field-confirmed.",
71,Pass,✅ DONE,"Closing the Plasma window lost it until restart
TEST: X the plasma window -- it minimizes to the taskbar; click restores.",
100,Pass,✅ DONE,"Main coolant reservoir drains with NO leak shown anywhere
NOTE: what you were doing; screenshot the ENG page when you catch it.",
101,Queued,✅ DONE,"Round ended with 18 s still on the clock
NOTE: exact clock value + which drop; has not repeated since.",(undated) No observations
102,Queued,✅ DONE,"OWENS RUN -> REVERSE (#102): the port was missing the machine's HARD-BRAKE system. On the real machine, throwing reverse at speed swaps to the chassis's authored brake rate, kicks the gyro and judders the cab. The Owens brakes at HALF its drive rate (50 -> 25), so its long coast into reverse is AUTHORED -- the pod told you through the seat; our silent coast read as a hang. Two more things: reverse is the RED BUTTON (hold LALT with the throttle OPEN, manual p7) and brake keys can never reverse; and the 'leg in the air until you twist' is the machine's own mid-pivot park, which was invisible on the pod because you could never see your own mech from outside.
#102 FIXED 8/14. The port was missing the machine's whole HARD-BRAKE system, so a full-run Owens meeting reverse just coasted silently -- that silence was the 'hang'. Also worth knowing: reverse is the RED BUTTON (hold LALT with the throttle OPEN); brake/throttle-down keys can never produce reverse. Retest: Owens, exterior cam, full run, hold LALT.","(undated) Unable to repro
(undated) Lynx - Possible issue getting out of reverse. Monitor"
104,Queued,✅ DONE,"Closed, NO rename. Published VWE material carries the NARC 15 loadout, so the label is correct and our decomp-only reading would have introduced an error. Thanks -- that is the second time this month era material has corrected a binary-only inference.","8/14 - Per published info on VWE site, this is correct"
107,Queued,✅ DONE,Destroyed HeatSink annunciates nothing (no lamp for condition 0),
111,Pass,✅ DONE,"No more blue bubble on other players (#111): the translocation warp sphere is YOURS alone now — it plays only in the dying pilot's own cockpit, as the machine intended. From everyone else's seat, a mech death is the big boom and a respawn is the mech appearing — no bubble. (Lynx called this one on night 9; the bubble was our addition, not the machine's.)",8/14 Oracle - OK
112,Queued,✅ DONE,AFC rounds shotgun across zones (should land as one projectile),
114,Pass,✅ DONE,"#114 Missile impact smoke was a wall
TEST: LRM exchanges -- smoke is present but no longer a smoke screen.",
119,Pass,✅ DONE,"Coolant-warning voice ""clipping"" at empty reservoir = authentic
(every leak-status edge restarts the phrase; the pod did this too).",
122,Pass,✅ DONE,"Throttle: normal-vs-seek-4 speeds crammed into last sliver of travel
NOTE: which mech; era witnesses -- how did the pod lever feel?","8/10 - I changed the throttle axis mapping to remove the defaulted ""deadzone 2"" argument and it fixed my issue"
125,Queued,✅ DONE,"PEERS SEE THE FIRST DESTROYED-ZONE GRAPHIC (#125): kill an arm and everyone watching sees the arm wreck AND its gun pod drop off, on the killing hit. Two faults: our code overwrote the destruction cascade's authored 'gone' state before the update shipped (so the wire itself carried the wrong thing), and peers had no mesh-swap trigger for state-only updates.",
127,Pass,✅ DONE,Weapon MFD EJECT graphic -- need a reference image/description.,(undated) Working as expected
128,Pass,✅ DONE,"terrain rams no longer spring instant coolant leaks (#128), death blasts are back in Steam matches (authentic — advanced damage was silently off for Steam clients before; don't report the boom as a bug).","(undated) Couldn't cause a leak by ramming yet, crits of gyro and torso components occurred and worsened with each collision. Many players tested no one could get a myomer crit."
130,Pass,✅ DONE,"A mech slid across the ground with its legs not walking (Vulture, 6-player round). Three root causes were found and fixed in this family the wall-grind knockdown storm, the peer turn-lock, and the Standing-lock where a peer holding steady speed never started its walk cycle (Aug 7). Closed on operator verdict; reopen on sight, the log now names the stuck state.",8/14 Oracle - No reports for a couple of builds
131,Pass,✅ DONE,"#131 Reticle showed LOCK off-target / no-reg on target
TEST: stationary targets -- lock ring matches where the reticle is.",
133,Queued,✅ DONE,"Generator X-out on the MFD: Oracle recalls an X ""under certain
circumstances"" -- WHICH circumstances? (shutdown / overheat / destroyed)",(undated) Shared reference from manual pg 23. Red X when destroyed
135,Pass,✅ DONE,"The generator warning lamp now flashes the right lamp (#135) — a coolant leak was lighting the wrong annunciator and could leave a lamp flashing forever. Both fixed. (The leak lamp flashing continuously while the alarm sounds once IS authentic — edge-triggered sound, level-triggered lamp.)",(undated) Working properly for everyone
137,Pass,✅ DONE,"#137 Respawned with myomers heat MAXED (mech frozen at spawn)
TEST: respawn repeatedly -- heat always starts normal. Oracle already
confirmed one clean session; more eyes welcome, this one eluded us.",
138,Pass,✅ DONE,"138 Glass buttons flashed at the wrong rate unless a window was dragged
TEST: leave the MFD windows unfocused -- lamps flash at the real rate.",
139,Pass,✅ DONE,"(Oracle, once) silent exit between ""lobby up"" and the room screen
NOTE: if hosting dies silently again, say so and we pull the log.",8/10 - Issue was due to comment made in L4GAUGE.cfg file
146,Pass,✅ DONE,"Respawned already running (virtual throttle survived death)
TEST: respawn -- throttle idle until YOU move it; a physical throttle
re-syncs on first movement. Oracle confirmed the mechanic; keep watching.",
149,Pass,✅ DONE,"Glass cockpit stutter / hitching ** HEADLINER **
First fielded build with the fix. Glass users -- especially Oracle:
mission load and play should feel smooth again (repaints now skip
windows whose gauges did not change).",
150,Pass,✅ DONE,"Double kill credit (one kill counted twice) ** HEADLINER **
First fielded build with the fix (868's double-kills were pre-fix).
TEST: kill someone with a missile volley -- scoreboard +1, not +2.",8/10 - We tested with missiles exclusively as well as direct fire
151,Queued,✅ DONE,Closed on your verdict: -499 stays. It is the machine's own scoring -- your eject scores as a suicide plus the standard death cost -- and it was bench-verified on the ticket.,(undated) Leave as-is
152,Pass,✅ DONE,"Torso auto-recentre / CENTER button
TEST: CENTER (pod button / F7) recentres the torso in every control
mode, on glass and RIO rigs too. (Era question below still open.)
(#152 rider): did Mid/Adv auto-recentre the torso in the pod, or only
Basic? (Oracle: don't know. Binary says: no auto-recentre.)",(undated) I think Basic was the only mode that centered
153,Queued,✅ DONE,Basic-mode elevation limit only applies after cycling modes (fix pending),
154,Pass,✅ DONE,"""Generator out"" now speaks when the generator trips, not when it comes back (#154). The original content had Yip's voice line wired to the recovery edge — the only backwards fault alarm in the whole game, and the manual says it belongs at the loss. This is the port's one deliberate content fix; everything else about generators (trip at full red, back online at half-cooled after a spin-up) was already exactly the manual's rule and is untouched. Also gone: the ghost ""generator out"" you could hear while respawning.","(undated) Generator out annunciation is working properly, but only able to test by overheating gen. Never got a crit on a gen no matter how much we tried."
155,Queued,✅ DONE,MFD BANKS UNDER PANIC (#155): Engineering and Weapon buttons respond again while the panic lamp is lit. The flicker itself stays -- that half is authentic (no hysteresis in the evaluator; the pod's incandescent lamp was the low-pass filter).,
156,Pass,✅ DONE,"Mission end fades to black; mission start flashes white and fades in. The window slamming shut at round end was the bug — the original fade sequence was missing entirely and is now reconstructed from the binary. If the end still feels abrupt on your machine, say so.",(undated) Works
157,Queued,✅ DONE,"""Crash at drop end"" (Conn Man) = NOT a crash. Full forensics on the
ticket: every machine that night shows clean drops, and the round-end
exit-to-menu is the arcade's normal between-rounds flow. His separate
lag / ""missiles hit empty space"" report will get its own ticket.
FYI: the console window's ""closed unexpectedly"" text shows after ANY
exit -- do not let it scare you.",
160,Pass,✅ DONE,"Pod cab: controls went dead at random and older builds froze at startup. ROOT CAUSE (Nick, on the cab): the FTDI USB-serial adapter had its BUFFER SIZE set too high, so cockpit data arrived in late clumps analog dropouts in play, and a missed handshake window at boot. Never a software fault. Re-check after any driver reinstall or new cab build; FTDI defaults bring it back.",
162,Pass,✅ DONE,"Kills/deaths now count exactly. A death that landed as two simultaneous hits (direct + splash on the same frame) credited the killer TWICE and double-counted the death. Found by stress-testing at 4 and 8 nodes until it broke; verified after the fix with 26-kill
melees balancing to the round. Scoring is −500 per death; if your K/D looks wrong Wednesday iday, screenshot it — every kill is now receipted in the log by name.","(undated) K/D worked well, losing points on death"
168,Pass,✅ DONE,"The original decides a cannon hit AT THE TRIGGER — locked target, in range, single panel, done. The round you watch fly is a tracer drawn for show. Our ""lead the target"" behavior was a porting mistake, now reversed: no leading, ever. Ballistic damage also respects the range scale again (energy always did), and cannon damage lands on ONE panel (#112 closed).
Missiles still genuinely fly — that part was always real — but now at the machine's true speeds: missiles are slower and heavier this build (we were flying them 5× too fast). The seeker does your leading. Missiles can now also strike a mech that walks into the flight path.","8/14 Oracle - AFCs are hitting instantly, tracer animation arrives seconds later and looks like an incoming missile which looks very weird.
8/14 Oracle - AFCs are rocking the cockpit structure in the main view. but no rock on HUD and no visible rocking to other players (which I think is correct).
8/14 Oracle - Multiple instances of mechs intercepting missiles fired at another target"
169,Pass,✅ DONE,"the LEAVE LOBBY button is no longer half-cut at the window edge, and an 8-player host roster no longer piles into the LAUNCH button.
#169 -- already fixed; this row predates the fix. Please confirm on the current build.",8/10 - On lobby screen the leave lobby button is cut off at the bottom edge of the window (half shown)
171,Pass,✅ DONE,"The original decides a cannon hit AT THE TRIGGER — locked target, in range, single panel, done. The round you watch fly is a tracer drawn for show. Our ""lead the target"" behavior was a porting mistake, now reversed: no leading, ever. Ballistic damage also respects the range scale again (energy always did), and cannon damage lands on ONE panel (#112 closed).
Missiles still genuinely fly — that part was always real — but now at the machine's true speeds: missiles are slower and heavier this build (we were flying them 5× too fast). The seeker does your leading. Missiles can now also strike a mech that walks into the flight path.",8/14 Oracle - See comments in 168
173,Pass,✅ DONE,"Big walkers overheated in seek-4 almost instantly and would not cool; a timing bug was doubling running heat. Fixed heat now samples on the machine's own clock, and walkers hold supercharge as the manual promised. Gotcha: the loop-5 boost is TWO valve presses; a third press wraps the valve CLOSED. Peer-walk sound warble spun out to #188.",8/14 - Oracle - OK
176,Pass,✅ DONE,"Did changing seek gears really swing damage as much as the guide claimed? Oracle said no. He was right, and the real ladder is now measured: Seek 1 = 56%, Seek 2 = 77%, Seek 3 = 100% (the published number), Seek 4 = 153% overcharge at ~3x the charge time and +53% heat. Doctrine: downshift for rate of fire, seek 4 for an alpha punch. No code change needed.",(undated) Oracle - CONTRADICTS the guide's claim; seek 3 agrees with published VWE data
177,Queued,✅ DONE,#177 CLOSED -- agrees with you. Era witness + the 4.0 manual both say heat is EXPERT-only; logged your note as independent confirmation.,
179,Pass,✅ DONE,"Small fix, fast turnaround (#179): Oracle reported the Nova spawning with its rear laser's range pips showing in the forward view (self-corrected after one rear-view toggle) — root-caused and fixed the same evening. The HUD now commits the forward view at spawn, as the machine did. Only the pips were wrong; rear weapons never actually fired forward.",8/14 Oracle - OK
190,Pass,✅ DONE,"Windows Defender briefly flagged the game as a trojan and deleted it. FALSE POSITIVE, and already fixed by Microsoft: the verdict existed in one definition set (8/14 evening) and was gone by the next (8/15 early hours) - the same file now passes cleanly. No action needed; a normal Windows update clears it. We also proved the binary was untampered by comparing it against a known-good build (same sections, no added imports, identical shipped DLLs).",8/15 - second tester on midnight-updated Defender: no problem with the same 957 build
AUDIT,Pass,✅ DONE,Armor audit crouched and standing on all chassis with energy weapons.,(undated) Completed by testers; no defects found.
1 # Test Status Dev Status Dev Comments Tester Comments
2 18 Pass ✅ DONE Engineering aux buttons crashed the game (glass windows) TEST: click every Engineering panel button, incl. the aux row. No crash.
3 20 Pass ✅ DONE Auto cooling BALANCE did nothing TEST: ADV control mode, press BALANCE -- coolant redistributes.
4 21 Pass ✅ DONE Gear cycling is safe (#21 — and a retraction): we told you the machine bricked lasers on a gear wrap. Several of you said "nah." You were right — our reading of ONE number in the original's code was off by a byte-width. Cycle your gears as hard as you like; also fixes the dark recharge arc / dark ready-dot after gear play. 8/14 Oracle - OK
5 22 Pass ✅ DONE #22 Ammo + destroyed weapons did not reset on respawn TEST: die with empty bins / dead weapons -> respawn full and repaired.
6 24 Pass ✅ DONE Controller hat/look view sticks (recovers after wiggling) (undated) Testers haven't been seeing this lately, but there was one instance a couple of nights ago that self resolved by moving the hat around a few times.
7 25 Pass ✅ DONE Gamepad turn profile (stick X could not turn the mech) TEST: RajelAran -- bind an axis to "Turn" in content\bindings.txt.
8 32 Pass ✅ DONE Audio cutting in/out late in the match TEST: long drop -- audio should stay clean to the end.
9 35 Pass ✅ DONE Owens crashed when firing lasers (Conn Man x2, long ago) TEST: Conn Man -- Owens, spam lasers. Believed fixed for a while.
10 36 Pass ✅ DONE Turning continued after releasing the pad/rudder axis TEST: RajelAran -- release/center the turn axis, turning stops.
11 39 Pass ✅ DONE Controls were live before the game screen appeared TEST: mash fire during load -- nothing happens until the scene shows.
12 40 Pass ✅ DONE Waiting/join screen burned 45-50% GPU TEST: GPU near idle while waiting in the join screen.
13 43 Pass ✅ DONE Comm display: pilot list with KILLS/DEATHS TEST: all pilots listed, kills/deaths update through the round.
14 47 Pass ✅ DONE Jam / ammo-bay-fire annunciation TEST: bay fire alarm looks OK now. Still watching: does the ENG page button FLASH on a weapon JAM? (run ballistics hot to force jams)
15 48 Pass ✅ DONE The filled boxes around inactive CONTROL MODE entries and the phantom block between the heading dial and the armor rosette are gone (#48) — stray art was landing on a live armor-damage color slot; the shipped machine drew those regions black and now we do too. Armor rosette / damage-flash colors no longer go stale on the desktop glass panels — they now track live like the in-pod displays. The desktop plasma marquee no longer shows garbage between boot and the first callsign draw. (undated) Radar display looks much better (text)
16 49 Queued ✅ DONE RADAR DRAWS THE WORLD AGAIN (#49): walls, buttes, hills, ridges, buildings and trees now appear on the scope, on every map, using art that shipped with the game. The original filed every pip-bearing terrain object into the radar; our feed was passing only MOVING things, so the scope had nothing static to draw. NOT bugs: the 10 km outer boundary has no radar art (authentic -- the walls ARE the boundary you see), and pips thin out as you zoom out.
17 51 Pass ✅ DONE Coolant flush sound looped forever TEST: flush coolant -- the sound ends when the flush ends.
18 53 Pass ✅ DONE Generators could not be switched OFF TEST: ENG page -- toggle each generator off and back on.
19 54 Pass ✅ DONE David) all three energy weapons died for a whole round TEST: after your first death, weapons must still recharge normally for the rest of the round.
20 56 Pass ✅ DONE MFD buttons drift away from where they are drawn TEST: alt-tab / focus changes mid-round -- buttons stay aligned.
21 58 Pass ✅ DONE Reticle callsign plate drew as a solid rectangle TEST: target names under the reticle render as text on every map.
22 59 Pass ✅ DONE First death permanently froze parts of that player's simulation TEST: nothing specific -- covered by normal play after dying.
23 61 Pass ✅ DONE Searchlight toggle was dead TEST: searchlight button toggles + lamp tracks. (The visible beam and night-fog change are separate, still to come -- #123.)
24 62 Pass ✅ DONE Weapon knocked off the power bus stayed dark forever TEST: fiddle bus/generator selection on the ENG page -- weapons reconnect on their own (AUTO) instead of staying dead.
25 69 Pass ✅ DONE "Sunder V1" renamed to DENKOU TEST: vehicle picker shows Denkou -- era witnesses, confirm spelling. (undated) Denkou is correct spelling, confirmed by Ronin who was the one who gave that mech it's name
26 70 Pass ✅ DONE (Draco) torso twist lost after a death/respawn TEST: die, respawn, twist. Fixed a while ago but never field-confirmed.
27 71 Pass ✅ DONE Closing the Plasma window lost it until restart TEST: X the plasma window -- it minimizes to the taskbar; click restores.
28 100 Pass ✅ DONE Main coolant reservoir drains with NO leak shown anywhere NOTE: what you were doing; screenshot the ENG page when you catch it.
29 101 Queued ✅ DONE Round ended with 18 s still on the clock NOTE: exact clock value + which drop; has not repeated since. (undated) No observations
30 102 Queued ✅ DONE OWENS RUN -> REVERSE (#102): the port was missing the machine's HARD-BRAKE system. On the real machine, throwing reverse at speed swaps to the chassis's authored brake rate, kicks the gyro and judders the cab. The Owens brakes at HALF its drive rate (50 -> 25), so its long coast into reverse is AUTHORED -- the pod told you through the seat; our silent coast read as a hang. Two more things: reverse is the RED BUTTON (hold LALT with the throttle OPEN, manual p7) and brake keys can never reverse; and the 'leg in the air until you twist' is the machine's own mid-pivot park, which was invisible on the pod because you could never see your own mech from outside. #102 FIXED 8/14. The port was missing the machine's whole HARD-BRAKE system, so a full-run Owens meeting reverse just coasted silently -- that silence was the 'hang'. Also worth knowing: reverse is the RED BUTTON (hold LALT with the throttle OPEN); brake/throttle-down keys can never produce reverse. Retest: Owens, exterior cam, full run, hold LALT. (undated) Unable to repro (undated) Lynx - Possible issue getting out of reverse. Monitor
31 104 Queued ✅ DONE Closed, NO rename. Published VWE material carries the NARC 15 loadout, so the label is correct and our decomp-only reading would have introduced an error. Thanks -- that is the second time this month era material has corrected a binary-only inference. 8/14 - Per published info on VWE site, this is correct
32 107 Queued ✅ DONE Destroyed HeatSink annunciates nothing (no lamp for condition 0)
33 111 Pass ✅ DONE No more blue bubble on other players (#111): the translocation warp sphere is YOURS alone now — it plays only in the dying pilot's own cockpit, as the machine intended. From everyone else's seat, a mech death is the big boom and a respawn is the mech appearing — no bubble. (Lynx called this one on night 9; the bubble was our addition, not the machine's.) 8/14 Oracle - OK
34 112 Queued ✅ DONE AFC rounds shotgun across zones (should land as one projectile)
35 114 Pass ✅ DONE #114 Missile impact smoke was a wall TEST: LRM exchanges -- smoke is present but no longer a smoke screen.
36 119 Pass ✅ DONE Coolant-warning voice "clipping" at empty reservoir = authentic (every leak-status edge restarts the phrase; the pod did this too).
37 122 Pass ✅ DONE Throttle: normal-vs-seek-4 speeds crammed into last sliver of travel NOTE: which mech; era witnesses -- how did the pod lever feel? 8/10 - I changed the throttle axis mapping to remove the defaulted "deadzone 2" argument and it fixed my issue
38 125 Queued ✅ DONE PEERS SEE THE FIRST DESTROYED-ZONE GRAPHIC (#125): kill an arm and everyone watching sees the arm wreck AND its gun pod drop off, on the killing hit. Two faults: our code overwrote the destruction cascade's authored 'gone' state before the update shipped (so the wire itself carried the wrong thing), and peers had no mesh-swap trigger for state-only updates.
39 127 Pass ✅ DONE Weapon MFD EJECT graphic -- need a reference image/description. (undated) Working as expected
40 128 Pass ✅ DONE terrain rams no longer spring instant coolant leaks (#128), death blasts are back in Steam matches (authentic — advanced damage was silently off for Steam clients before; don't report the boom as a bug). (undated) Couldn't cause a leak by ramming yet, crits of gyro and torso components occurred and worsened with each collision. Many players tested no one could get a myomer crit.
41 130 Pass ✅ DONE A mech slid across the ground with its legs not walking (Vulture, 6-player round). Three root causes were found and fixed in this family � the wall-grind knockdown storm, the peer turn-lock, and the Standing-lock where a peer holding steady speed never started its walk cycle (Aug 7). Closed on operator verdict; reopen on sight, the log now names the stuck state. 8/14 Oracle - No reports for a couple of builds
42 131 Pass ✅ DONE #131 Reticle showed LOCK off-target / no-reg on target TEST: stationary targets -- lock ring matches where the reticle is.
43 133 Queued ✅ DONE Generator X-out on the MFD: Oracle recalls an X "under certain circumstances" -- WHICH circumstances? (shutdown / overheat / destroyed) (undated) Shared reference from manual pg 23. Red X when destroyed
44 135 Pass ✅ DONE The generator warning lamp now flashes the right lamp (#135) — a coolant leak was lighting the wrong annunciator and could leave a lamp flashing forever. Both fixed. (The leak lamp flashing continuously while the alarm sounds once IS authentic — edge-triggered sound, level-triggered lamp.) (undated) Working properly for everyone
45 137 Pass ✅ DONE #137 Respawned with myomers heat MAXED (mech frozen at spawn) TEST: respawn repeatedly -- heat always starts normal. Oracle already confirmed one clean session; more eyes welcome, this one eluded us.
46 138 Pass ✅ DONE 138 Glass buttons flashed at the wrong rate unless a window was dragged TEST: leave the MFD windows unfocused -- lamps flash at the real rate.
47 139 Pass ✅ DONE (Oracle, once) silent exit between "lobby up" and the room screen NOTE: if hosting dies silently again, say so and we pull the log. 8/10 - Issue was due to comment made in L4GAUGE.cfg file
48 146 Pass ✅ DONE Respawned already running (virtual throttle survived death) TEST: respawn -- throttle idle until YOU move it; a physical throttle re-syncs on first movement. Oracle confirmed the mechanic; keep watching.
49 149 Pass ✅ DONE Glass cockpit stutter / hitching ** HEADLINER ** First fielded build with the fix. Glass users -- especially Oracle: mission load and play should feel smooth again (repaints now skip windows whose gauges did not change).
50 150 Pass ✅ DONE Double kill credit (one kill counted twice) ** HEADLINER ** First fielded build with the fix (868's double-kills were pre-fix). TEST: kill someone with a missile volley -- scoreboard +1, not +2. 8/10 - We tested with missiles exclusively as well as direct fire
51 151 Queued ✅ DONE Closed on your verdict: -499 stays. It is the machine's own scoring -- your eject scores as a suicide plus the standard death cost -- and it was bench-verified on the ticket. (undated) Leave as-is
52 152 Pass ✅ DONE Torso auto-recentre / CENTER button TEST: CENTER (pod button / F7) recentres the torso in every control mode, on glass and RIO rigs too. (Era question below still open.) (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or only Basic? (Oracle: don't know. Binary says: no auto-recentre.) (undated) I think Basic was the only mode that centered
53 153 Queued ✅ DONE Basic-mode elevation limit only applies after cycling modes (fix pending)
54 154 Pass ✅ DONE "Generator out" now speaks when the generator trips, not when it comes back (#154). The original content had Yip's voice line wired to the recovery edge — the only backwards fault alarm in the whole game, and the manual says it belongs at the loss. This is the port's one deliberate content fix; everything else about generators (trip at full red, back online at half-cooled after a spin-up) was already exactly the manual's rule and is untouched. Also gone: the ghost "generator out" you could hear while respawning. (undated) Generator out annunciation is working properly, but only able to test by overheating gen. Never got a crit on a gen no matter how much we tried.
55 155 Queued ✅ DONE MFD BANKS UNDER PANIC (#155): Engineering and Weapon buttons respond again while the panic lamp is lit. The flicker itself stays -- that half is authentic (no hysteresis in the evaluator; the pod's incandescent lamp was the low-pass filter).
56 156 Pass ✅ DONE Mission end fades to black; mission start flashes white and fades in. The window slamming shut at round end was the bug — the original fade sequence was missing entirely and is now reconstructed from the binary. If the end still feels abrupt on your machine, say so. (undated) Works
57 157 Queued ✅ DONE "Crash at drop end" (Conn Man) = NOT a crash. Full forensics on the ticket: every machine that night shows clean drops, and the round-end exit-to-menu is the arcade's normal between-rounds flow. His separate lag / "missiles hit empty space" report will get its own ticket. FYI: the console window's "closed unexpectedly" text shows after ANY exit -- do not let it scare you.
58 160 Pass ✅ DONE Pod cab: controls went dead at random and older builds froze at startup. ROOT CAUSE (Nick, on the cab): the FTDI USB-serial adapter had its BUFFER SIZE set too high, so cockpit data arrived in late clumps � analog dropouts in play, and a missed handshake window at boot. Never a software fault. Re-check after any driver reinstall or new cab build; FTDI defaults bring it back.
59 162 Pass ✅ DONE Kills/deaths now count exactly. A death that landed as two simultaneous hits (direct + splash on the same frame) credited the killer TWICE and double-counted the death. Found by stress-testing at 4 and 8 nodes until it broke; verified after the fix with 26-kill melees balancing to the round. Scoring is −500 per death; if your K/D looks wrong Wednesday iday, screenshot it — every kill is now receipted in the log by name. (undated) K/D worked well, losing points on death
60 168 Pass ✅ DONE The original decides a cannon hit AT THE TRIGGER — locked target, in range, single panel, done. The round you watch fly is a tracer drawn for show. Our "lead the target" behavior was a porting mistake, now reversed: no leading, ever. Ballistic damage also respects the range scale again (energy always did), and cannon damage lands on ONE panel (#112 closed). Missiles still genuinely fly — that part was always real — but now at the machine's true speeds: missiles are slower and heavier this build (we were flying them 5× too fast). The seeker does your leading. Missiles can now also strike a mech that walks into the flight path. 8/14 Oracle - AFCs are hitting instantly, tracer animation arrives seconds later and looks like an incoming missile which looks very weird. 8/14 Oracle - AFCs are rocking the cockpit structure in the main view. but no rock on HUD and no visible rocking to other players (which I think is correct). 8/14 Oracle - Multiple instances of mechs intercepting missiles fired at another target
61 169 Pass ✅ DONE the LEAVE LOBBY button is no longer half-cut at the window edge, and an 8-player host roster no longer piles into the LAUNCH button. #169 -- already fixed; this row predates the fix. Please confirm on the current build. 8/10 - On lobby screen the leave lobby button is cut off at the bottom edge of the window (half shown)
62 171 Pass ✅ DONE The original decides a cannon hit AT THE TRIGGER — locked target, in range, single panel, done. The round you watch fly is a tracer drawn for show. Our "lead the target" behavior was a porting mistake, now reversed: no leading, ever. Ballistic damage also respects the range scale again (energy always did), and cannon damage lands on ONE panel (#112 closed). Missiles still genuinely fly — that part was always real — but now at the machine's true speeds: missiles are slower and heavier this build (we were flying them 5× too fast). The seeker does your leading. Missiles can now also strike a mech that walks into the flight path. 8/14 Oracle - See comments in 168
63 173 Pass ✅ DONE Big walkers overheated in seek-4 almost instantly and would not cool; a timing bug was doubling running heat. Fixed � heat now samples on the machine's own clock, and walkers hold supercharge as the manual promised. Gotcha: the loop-5 boost is TWO valve presses; a third press wraps the valve CLOSED. Peer-walk sound warble spun out to #188. 8/14 - Oracle - OK
64 176 Pass ✅ DONE Did changing seek gears really swing damage as much as the guide claimed? Oracle said no. He was right, and the real ladder is now measured: Seek 1 = 56%, Seek 2 = 77%, Seek 3 = 100% (the published number), Seek 4 = 153% overcharge at ~3x the charge time and +53% heat. Doctrine: downshift for rate of fire, seek 4 for an alpha punch. No code change needed. (undated) Oracle - CONTRADICTS the guide's claim; seek 3 agrees with published VWE data
65 177 Queued ✅ DONE #177 CLOSED -- agrees with you. Era witness + the 4.0 manual both say heat is EXPERT-only; logged your note as independent confirmation.
66 179 Pass ✅ DONE Small fix, fast turnaround (#179): Oracle reported the Nova spawning with its rear laser's range pips showing in the forward view (self-corrected after one rear-view toggle) — root-caused and fixed the same evening. The HUD now commits the forward view at spawn, as the machine did. Only the pips were wrong; rear weapons never actually fired forward. 8/14 Oracle - OK
67 190 Pass ✅ DONE Windows Defender briefly flagged the game as a trojan and deleted it. FALSE POSITIVE, and already fixed by Microsoft: the verdict existed in one definition set (8/14 evening) and was gone by the next (8/15 early hours) - the same file now passes cleanly. No action needed; a normal Windows update clears it. We also proved the binary was untampered by comparing it against a known-good build (same sections, no added imports, identical shipped DLLs). 8/15 - second tester on midnight-updated Defender: no problem with the same 957 build
68 AUDIT Pass ✅ DONE Armor audit � crouched and standing on all chassis with energy weapons. (undated) Completed by testers; no defects found.
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#,Priority,Test Status,Dev Status,Dev Comments,Tester Comments
14,P5,Queued,⚪ QUEUED,"A checklist of cockpit panel buttons that were wired to nothing - crouch, generator on/off, coolant balance, searchlight, thermal.
STATUS: Internal tracking only; clicking a dead button can no longer crash, and most of these buttons have since been built under their own tickets. Nothing to test.",
17,P5,Queued,⚪ QUEUED,"In the cavern, the upper halves of the tall rock towers are see-through to your range finder - aim up at one and the range reads past it.
STATUS: Found by us, not in the field; we're first checking whether the original arcade rocks were solid up there before adding anything.",
23,P4,Queued,🔵 YOUR CALL,"The corner MFD panels overlap the edges of the world view.
STATUS: Not a bug - the real pod's monitors clipped the eyeport the same way; kept as a design-review item.
NEED FROM YOU: On a desktop monitor, do you want a setting to shrink the overlap, or keep it pod-faithful? Say your screen size.",(undated) Gave my feedback
27,P2,Fail,🟠 NEED INFO,"Autocannon and Gauss hits still spread across several damage panels instead of one solid hit.
STATUS: single-panel hits shipped, but the field still reports spread.
NEED FROM YOU: fire one Gauss and one AFC at a parked mech, say how many panels changed, and read us the boot-screen build number.",8/10 - Still spreading damage to multiple panels with both Gauss and AFCs. Separately passed along observations about range and behavior seeming like a form of LRM.
28,P2,Queued,🟡 PATCHED - RETEST,"No mech has ever died from a critical hit to a vital internal part - only from sections blown apart.
STATUS: The missing machinery is now built; needs a live match to prove it works.
NEED FROM YOU: Note the mech, map and time whenever a mech dies with no section blown off.",
30,P5,Queued,⚪ QUEUED,"A jammed or heat-killed weapon looks like a healthy one on the default weapon view.
STATUS: Settled as authentic - the jam lamp on that weapon's ENG DATA page is confirmed working, an EJECT tap clears a jam, and only internal cleanup remains here.",
37,P3,Pass,🟠 NEED INFO,"A mech can look twisted backwards - it's temporary, and it also happened to another player's mech.
STATUS: Model data is clean; suspect a mirrored pad twist axis or a bad reading sent to others.
NEED FROM YOU: a clip of it happening, and does your torso twist the way you push the stick?",(undated) No occurences in a long time
38,P3,Fail,🟠 NEED INFO,"Everyone except the host gets a red patch and VGL badge instead of their pick; colour is correct.
STATUS: a fix shipped to send badge and patch through the lobby; the field still fails.
NEED FROM YOU: have every player read out their boot-screen build number next session - an older build shows exactly this.","8/10 - Only host initially spawns with the correct mech, badge and patch color. Everyone else initially spawned with their chosen mech color but a red patch and VGL badge. Host appears correct to others and self in external view. Again, Non-host players had correct mech color but always red patches and VGL badge. Nothing changed when respawning."
41,P2,Mixed,🟠 NEED INFO,"David's launcher sometimes dies instantly with no window, then works after a few retries; antivirus is the prime suspect.
STATUS: Not reproducible here; the build now records why it died.
NEED FROM YOU: David - after the next failure send lastrun_join.txt from the game's content folder, and check Windows Security Protection History for a block on the game.",8/14 Oracle - Clarify please
63,P5,Queued,⚪ QUEUED,"The end-of-mission review screen reads player info from the wrong place, so it could show junk numbers or crash.
STATUS: harmless right now - that screen never opens during play; it gets rewired before the screen is ever switched on.",
64,P5,Queued,⚪ QUEUED,"An internal mix-up left part of each mech's damage bookkeeping pointing at nothing, which had quietly broken the coolant-leak plumbing.
STATUS: the half that could affect play is fixed and shipped; the leftover is code tidy-up you will never see.",
65,P5,Queued,⚪ QUEUED,"Internal: several mech subsystems handle their messages in a way a future change could silently bypass.
STATUS: nothing is broken in play today; logged as a single cleanup pass.",
68,P3,Queued,⚪ QUEUED,"If you HOST and the lobby fails to create, the game just closes with no message.
STATUS: Reopened - this was closed after fixing the JOIN side; the host side still exits silently. Confirmed in the code.
NEED FROM YOU: nothing - but if hosting ever dies without a word, that is this.",
72,P5,Queued,⚪ QUEUED,"Closing the game while a mission is still loading can throw away the shutdown request.
STATUS: not a live problem - the game still exits in about a second; logged so a future change cannot turn it into a hang.",
74,P2,Pass,🟠 NEED INFO,"8BitDo gamepad works (partly) in solo but does nothing in Steam multiplayer.
STATUS: Logged; we need your setup details before we can chase it.
NEED FROM YOU: the exact 8BitDo model, how it connects (XInput/DInput/Switch mode), whether Steam is applying a controller layout, and which controls do work in solo.",
76,P3,Queued,🟡 PATCHED - RETEST,"The main cockpit and Plasma windows return to the wrong place after relaunch, even with layout saving on.
STATUS: the layout-wiping bug is fixed, so these two are ready to re-check.
NEED FROM YOU: move the cockpit full-screen and Plasma to your second monitor, save, relaunch, then say which came back wrong.",(undated) Pass this?
77,P3,Queued,⚪ QUEUED,"The Secondary/Radar window is locked to one size, so it cannot fill a tablet or touch panel used as an extra display.
STATUS: logged as a real feature request; making it resizable has not started.",(undated) Indifferent
83,P3,Mixed,🟠 NEED INFO,"The incoming-missile beeper is back and speeds up as a missile closes, but two testers say the tone sounds wrong (""clown horn"").
STATUS: alarm fixed and confirmed working; pitch under rework.
NEED FROM YOU: compare ours to the two pod videos (0:43, 1:10) - is ours too low, too high, or too slow?","8/14 Oracle - Alarm is back and sounds good with changing tempo based on missile proximity. NARCs and Streaks are orbiting mechs when they miss, possibly a little too much vs how I recall. All missiles are currently able to hit stationary targets out to maximmum possible range they can be seen.
8/14 Oracle - Can see that orbiting NARC missiles will tighten their orbit after about 10 seconds as their fuel is exhausted.
8/14 Oracle - Elengil reports alarm pitch sounds off
8/14 Oracle - Nanook reports larm sounds like a clown horn
8/14 Oracle - Multiple players reporting missiles orbiting too much (18 times on at least two occasions, 10 times is fairly common)
8/14 Oracle - Missiles tracking a mech that dies before they reach it will airburst. In the pods they used to continue flying, someone (Elengil?) recalled that they would fly toward the center of the map."
90,P3,Queued,🟠 NEED INFO,"Fire and smoke on badly damaged mechs look thinner and shorter than the arcade.
STATUS: Untuned; the report predates our particle fix, so we need a fresh look.
NEED FROM YOU: Name a mech you saw burn, roughly how many seconds it lasted, and whether flames start before the kill or only on the wreck.",
103,P4,Queued,🔵 YOUR CALL,"Ramming damages a mech's insides - gyro, heat sinks, torso - never its armor; grinding does nothing.
STATUS: Confirmed as the original's design; the myomer damage you saw was our bug and is fixed.
NEED FROM YOU: On the real cabinets, did a hard high-speed ram ever dent the target's armor, or only wreck internals?",(undated) Don't recall
105,P3,Queued,⚪ QUEUED,"Sensor damage currently does nothing - the arcade flickered or dropped the HUD and could kill the radar.
STATUS: The behavior is fully described by Lynx and Oracle and logged; the work simply has not started.",
113,P3,Queued,🟡 PATCHED - RETEST,"LRM burn looked too long; missiles now fly slower and shorter with air drag restored.
STATUS: Fixed in 4.11.957; flight timings re-checked against the original and found correct.
NEED FROM YOU: does it still read too long? Say which half - the flame on the missile, or the effect on the struck mech.",
115,P2,Queued,⚪ QUEUED,"The hot box target-select buttons do nothing, so you can't designate a specific enemy.
STATUS: Confirmed dead and understood; wiring the original selector buttons is queued and nothing is needed from you. Oracle's Standard-versus-Expert memory is logged alongside it.",
117,P3,Queued,⚪ QUEUED,"Ronin confirmed every chassis had its own cockpit bounce in the original, on purpose, so each mech felt different from the seat.
STATUS: Logged as design knowledge; we still have to check whether our build shakes per chassis or uses one shared bounce. Nothing to test.",
121,P3,Queued,⚪ QUEUED,"Sensor heat has no effect - the bar can peg full and your radar and targeting keep working perfectly.
STATUS: Known and logged; the heat penalty for sensors was never built, so nothing is needed from you.",
123,P3,Queued,🟡 PATCHED - RETEST,"The searchlight's visible half landed - night fog pulls back, plus a cone on your mech.
STATUS: Fixed weeks ago; never night-tested.
NEED FROM YOU: On a night map, toggle the searchlight (F5) and say if the murk pulls back at mid range (close walls stay dark) and whether teammates see your cone.",
126,P2,Queued,🟠 NEED INFO,"From certain positions another player's shots are both invisible and silent; moving makes them show again.
STATUS: one report with a log; cause unknown.
NEED FROM YOU: note both mechs, the map, your distance, whether terrain blocked the line, and how far you moved before shots returned.",
132,P3,Queued,🟠 NEED INFO,"A yellow line sits on the HUD in every mech; only one tester sees it.
STATUS: unreproduced; it may be the same stuck beam that this build's weapon fix cured.
NEED FROM YOU: Conn Man - is it still there in the latest build? If so, a full-screen photo plus your screen resolution.",
136,P3,Queued,🟡 PATCHED - RETEST,"Toggling components on a shut leaking loop seemed to stop and restart the alarm.
STATUS: ruled authentic - the sound loops while a leak lasts; the flashing button by the radar is the real indicator, now fixed.
NEED FROM YOU: next leak, check the button flashes the whole time, even when the alarm is silent.",
143,P3,Pass,🟠 NEED INFO,"Hitting one panel can make smoke pour from many panels at once, often after a big alpha strike.
STATUS: reported several times, cause not yet chased.
NEED FROM YOU: next time it happens, say whether the smoking panels were already damaged or still undamaged, and which mech was hit.",8/14 Oracle - Players aren't reporting this anymore
145,P3,Queued,⚪ QUEUED,"The IR / 'predator vision' button does nothing visible yet.
STATUS: Oracle's description - a random palette shift, not a heat image - is on file; building the display is queued.",
147,P3,Queued,🟡 PATCHED - RETEST,"The moving range marker can vanish for the rest of the session while the tick marks stay.
STATUS: likely cause fixed and the game now records it automatically; not seen since.
NEED FROM YOU: if it vanishes again in a multiplayer drop, note the map and time and send your log.",
158,P2,Queued,🟠 NEED INFO,"After respawning in Abandoned Arena you can be stuck until you cycle the throttle.
STATUS: two possible causes - the new respawn throttle release, or spawning against scenery - not yet separated.
NEED FROM YOU: when stuck, note whether your throttle lever was already pushed forward, whether cycling it frees you, and where you spawned.",
159,P3,Queued,🟠 NEED INFO,"Missiles and cannon fire seen exploding in empty space, away from the target, during laggy drops.
STATUS: logs show no dropouts, so this is lag; cannon fire is now instant-hit, which may have fixed half of it.
NEED FROM YOU: note shooter, target, clock time, and whether it was missiles or cannon.",
163,P2,Queued,🟡 PATCHED - RETEST,"Some players were left staring at a frozen picture of the finished round; quitting sometimes hung.
STATUS: fixed - the game now shuts down in a set order and always closes.
NEED FROM YOU: after your next few rounds, confirm the menu returns instantly - especially for the host - with no frozen screen or Task Manager.",
164,P3,Queued,🟡 PATCHED - RETEST,"A laser beam could stick on, hanging from your legs and swinging with your rudder until you died.
STATUS: Cause found and fixed; beams now only draw while a weapon is genuinely firing.
NEED FROM YOU: If a beam outlives its shot again, note the time and the beam's colour, and send your log.",
165,P2,Queued,🟡 PATCHED - RETEST,"Weapons X'd out as destroyed could still fire and recycle.
STATUS: Fixed - crit-killed weapons now stop firing the instant the X appears.
NEED FROM YOU: Shoot a weapon until it X's, hold the trigger, confirm nothing fires; name it if it does. A dial cycling under an X is normal.",8/14 Oracle - Needs more testing
166,P2,Queued,🟠 NEED INFO,"A weapon reads ready on the MFD but refuses to fire until you eject a round.
STATUS: One cause fixed; a new case right after respawn says another path remains.
NEED FROM YOU: Note the weapon, whether it followed a respawn, and what freed it - eject or repeated pulls - plus your log.","8/14 - Oracle - Sauron couldn't fire SRM in a Hellbringer after spawning after a minute into the game without any action except repeated attempts to fire, it fired again.Around 9:53 PM ET"
167,P2,Queued,🟠 NEED INFO,"For a stretch, the lock circle stops appearing on any target.
STATUS: Seen twice in the field, never on our test rig - cause unknown, no fix yet.
NEED FROM YOU: Note the time it starts and stops, whether your shots still tracked, and whether dying or picking a new target brought the circle back.",(undated) Oracle - At 10:32PM Oracle had no reticle circle appear on any targets mechs
170,P1,Fail,🟡 PATCHED - RETEST,"Crash when the game returns to the menu after a round; it looks like a crash joining the lobby.
STATUS: cause found and the shutdown rebuilt; the repeat report may be the original one re-filed.
NEED FROM YOU: play three rounds back-to-back; if it crashes, note the time and send that session's log.","8/12 - 9:02PM ET crash while joining lobby Oracle
8/12 - 9:43PM ET crash while joining lobby Oracle
8/12 - 9:57PM ET Sauron and Nanook has lobby join crash"
172,P4,Pass,🔵 YOUR CALL,"The leak lamp isn't late - weapon leaks light only on the engineering page; a generator leak lights only the button beside the radar.
STATUS: Ruled authentic; the voice loops on its own, so repeats aren't new leaks.
NEED FROM YOU: On the real pod, was the generator warning light big and bright, or subtle?","8/14 Oracle - OK
8/14 - Elengil reported coolant leak on AFC 50 in Zanin Neko, twice only started flashing only when the voice said coolant leak for the second time
(undated) 8:44PM ET Lynx reported a loop 6 leak that did not flash immediately."
174,P2,Mixed,🟡 PATCHED - RETEST,"Shooting an already-dead section kept grinding fresh critical hits into surviving parts, and kept scoring.
STATUS: Fixed - hits on a wrecked section now do nothing and score nothing.
NEED FROM YOU: Pour fire into a wrecked arm; if damage or points still register, give your callsign and rough time.",8/14 Oracle - Clarify please
175,P2,Fail,🟠 NEED INFO,"Missiles used to fly through hills and buildings; a fix now bursts them on the first solid thing they hit.
STATUS: Fix shipped, but the 2026-08-14 sheet marked it Fail with no detail.
NEED FROM YOU: did a missile pass THROUGH cover, or burst early in open air? Note the map and time.",8/14 Oracle - We didn't see splash from missiles exploding near other mechs. We tried firing salvos at the ground or wall next a mech. We tried putting mechs against each other and firing missiles at one to see if the damage would spread to the mechs that weren't hit. Cover is intercepting the missiles properly.
178,P3,Queued,⚪ QUEUED,"PPC hits may briefly knock a generator offline - long enough that anything set to AUTO re-assigns itself to a different generator, too short to see the generator read as down.
STATUS: Oracle described the signature; we have the brownout machinery but have not confirmed an energy hit actually reaches the victim's electrical chain.","(undated) Oracle - saw sub-systems on auto mode switch generator assignment after PPC hits; never saw a generator actually go offline
8/14 - Tested multiple players firing PPCs at a single mech with all systems set to auto generator for several minutes, no systems changed their generator, inclonclusive result, need more testing."
180,P3,Queued,🟠 NEED INFO,"Coolant loop buttons keep flashing after the leak alarm goes quiet; loop 6 never stopped.
STATUS: Logged. Unclear whether the lamp is stuck or loop 6 was still genuinely leaking.
NEED FROM YOU: next leak, say which loop, and whether that loop still cooled you (heat dropping) while its button kept flashing.","8/14 - Loop 6 leak indication and alarm stopped after some time, but buttons on loops keep flashing even after alarms went silent. After further waiting (approx 1 minute) loop 3 button stopped flashing. Loop 6 never stopped flashing."
181,P3,Queued,⚪ QUEUED,"When another player kills you, their name is not appearing on the second screen.
STATUS: Logged as a display problem only; scoring and kill credit are already verified correct. Fix not started.",8/14 - Message showing name of player that killed you is not showing on secondary screen
182,P1,Queued,🔵 YOUR CALL,"If the host leaves the lobby, nobody gets a Launch button and the lobby is stuck.
STATUS: confirmed twice; we can build it either way but need a direction.
NEED FROM YOU: should another player automatically become host, or should the lobby close so everyone re-forms?","8/14 - Oracle - If host leaves a lobby, no one gets the Launch button. Confirmed twice, unclear if someone should become the host."
183,P4,Queued,🔵 YOUR CALL,"A weapon with an ammo bay fire shows no symbol in the middle of the MFD, where the jam symbol appears.
STATUS: Logged; unclear whether the original ever drew one.
NEED FROM YOU: Oracle, on the real cabinet did a bay fire show its own symbol, the jam symbol, or nothing?","8/14 - Oracle - No icon in the display mode for a weapon that has an ammo bay fire (center of MFD, same area where the jammed icon is shown)"
184,P4,Queued,🔵 YOUR CALL,"Some testers recall energy weapons burning out and getting X'd from overheating alone.
STATUS: No heat-only burnout for lasers or PPCs found in the original code; only ammo weapons go dark.
NEED FROM YOU: If you saw it, name the weapon, whether you were also taking hits, and whether the X stayed all round.","8/14 - Oracle - Some debate about testers recalling that energy weapons could ""fuse"" and get X'd out if they overheated too much"
185,P3,Queued,🟠 NEED INFO,"In glass mode the coolant window vanished mid-mission; only a hand-edited config file brought it back.
STATUS: Logged; unclear whether it never opened or was dragged off during play.
NEED FROM YOU: Nanook, check the coolant window is on screen at mission start, then note what you were doing when it vanishes.","(undated) 9:40PM ET Nanook was running glass and lost coolant MFD, didn't know if it was there at the start of the mission, couldn't get it back. Wasn't sure if it was moved off by accident or moved off, so edited his config file to get it back."
186,P2,Queued,🟠 NEED INFO,"Missiles from the Vulture looked like they exploded partway to the target.
STATUS: Logged; may be the new cover-blocking behavior hitting an unseen object, or just lag.
NEED FROM YOU: was there a hill, building or tree in the line, or did it burst in open air? Note the map and your mech.",8/14 - Oracle - Missiles fired from Vulture by Draco - VGCorps appeared to explode halfway to target around 9:55 PM ET
187,P2,Queued,⚪ QUEUED,"Ballistic and missile weapons (Gauss, AFCs, Streaks, Narc) still damage targets past the rangefinder's max range; energy weapons correctly stop.
STATUS: Report logged with the weapon list; we're checking whether the damage code and the rangefinder read the same range number.","8/14 - Streak 2, Streak 4, Narc 15, LRM and SRM
Observed that these weapons are hitting and damaging targets beyond the maximum range of the rangefinder. Energy weapons were indepentdently tested and found to stop doing damage at their respective max ranges on the rangefinder scale. Gauss, AFC100, AFC50, AFC25 are stopping at their rangefinder limits. Oracle - I believe this is the correct behavior for the missiles as they can glide."
188,P3,Queued,🟠 NEED INFO,"A mech walking past you may make its engine or footstep sound waver in pitch.
STATUS: split off from the heat-timing fix; we could only measure this properly with a live ear.
NEED FROM YOU: stand still, have someone walk then run a mech past you - does the sound warble or stay steady? Say which chassis and how close.",
189,P2,Queued,🟠 NEED INFO,"After a generator overheats and shuts down, a weapon left on AUTO never comes back online - even once the generator has cooled. Forcing a reassignment revives it.
STATUS: Re-described from Lynx's full account (the earlier 'generator will not cool' wording was wrong - cooling works fine). Best suspect: the generator's state stays stale after it cools, so auto-assignment keeps thinking it cannot power anything.
NEED FROM YOU: does it also happen in EXPERT? Lynx saw it in veteran and says expert behaved normally - if that holds, it narrows this a lot.","8/15 - Lynx - Nova, both PPCs seeked to 4, coolant loops boosted, fire repeatedly (~8 min to force the overheat). Loops keep the PPCs cool but seek-4 energy drives generator heat up until it shuts down. PPC forced to manual; left on auto it does not return once cooled. Comes back on a forced reassignment. Flushing coolant DID bring generator temp down. First seen in veteran; expert behaved as expected. 'Deep mojo about heat transfer in the electrical subsystem' - wants more testing before it is documented."
191,P3,Queued,⚪ QUEUED,"Other players cannot see your coolant flush cloud - the manual says they should.
STATUS: Confirmed with a 2-node test; the flush never leaves your machine. Same shape as the arm-wreck fix that just landed, so the repair is known.
NEED FROM YOU: if you have ever seen ANOTHER mech vent white-blue steam, tell us whether you were in the cockpit or the outside view, and whether your own coolant key was involved.",
192,P3,Queued,⚪ QUEUED,"On the camera/observer seat, the callsign banner can draw as a solid block instead of text.
STATUS: Found by code audit - the same bug we fixed for the in-cockpit reticle plate was left in the camera path. Small fix.
NEED FROM YOU: nothing - if you use the observer seat and see solid blocks where names should be, that is this.",
193,P1,Queued,⚪ QUEUED,"Once, back in July, everyone froze mid-round about a minute after one player's game died - the round ended early for all six.
STATUS: Never root-caused, logs lost, and it was never filed until now. Not seen since; several netcode fixes have landed since then.
NEED FROM YOU: if anyone drops mid-round, note whether the rest of you keep playing normally. One clean observation lets us close this.",
194,P2,Queued,⚪ QUEUED,"An ammo bay fire may be doing far more damage than it should - possibly enough that it always kills, no matter how little ammo is left.
STATUS: Found by audit. The maths matches the original game; what is unverified is whether one number means per-round or per-salvo.
NEED FROM YOU: if you survive (or die to) a bay fire when your bin was nearly EMPTY, tell us - a near-empty bin should not be fatal.","8/15 - Oracle, a nearly empty bin should not be fatal, I have survived these, though there was still additional damage from the explosing ammo."
195,P3,Queued,⚪ QUEUED,"With 5 or more pilots, the DEATHS number on the Comm screen can run off the edge of the display.
STATUS: Measured during an earlier audit and never fixed; a safety clamp hides the worst of it.
NEED FROM YOU: a screenshot of the Comm pilot list in a full 6-8 player round would confirm how it looks now.",
196,P3,Queued,⚪ QUEUED,"Smoke trails may be thicker on faster PCs - the game emits particles per frame instead of per second.
STATUS: Same class as the heat-timing bug we fixed; found by audit, not yet fixed.
NEED FROM YOU: nothing specific. If smoke looks very different between two of you in the same fight, that is this.",
197,P3,Queued,⚪ QUEUED,"On the real pod cab, the red REVERSE button on the throttle does nothing.
STATUS: Found during the reverse-gait work. Desktop and glass rigs are fine - this is cab-only, and it needs a decision about which of two wiring routes to take.
NEED FROM YOU: nothing - cab-side work with Nick.",
198,P3,Queued,⚪ QUEUED,"A malformed mission file (the same pilot listed twice) can crash the game while loading.
STATUS: Seen once during a mass-rejoin last month, then never filed. Probably needs a guard rather than a hunt.
NEED FROM YOU: nothing.",
199,P4,Queued,,"Draco recalls Vulture generally running hotter. He is finding that the myomer heat, weapons heat, gen heat overall is cooling too quickly and as a result he isn't experiencing as many ammo jams/fires as he remembered having to deal with in the past",
1 # Priority Test Status Dev Status Dev Comments Tester Comments
2 14 P5 Queued ⚪ QUEUED A checklist of cockpit panel buttons that were wired to nothing - crouch, generator on/off, coolant balance, searchlight, thermal. STATUS: Internal tracking only; clicking a dead button can no longer crash, and most of these buttons have since been built under their own tickets. Nothing to test.
3 17 P5 Queued ⚪ QUEUED In the cavern, the upper halves of the tall rock towers are see-through to your range finder - aim up at one and the range reads past it. STATUS: Found by us, not in the field; we're first checking whether the original arcade rocks were solid up there before adding anything.
4 23 P4 Queued 🔵 YOUR CALL The corner MFD panels overlap the edges of the world view. STATUS: Not a bug - the real pod's monitors clipped the eyeport the same way; kept as a design-review item. NEED FROM YOU: On a desktop monitor, do you want a setting to shrink the overlap, or keep it pod-faithful? Say your screen size. (undated) Gave my feedback
5 27 P2 Fail 🟠 NEED INFO Autocannon and Gauss hits still spread across several damage panels instead of one solid hit. STATUS: single-panel hits shipped, but the field still reports spread. NEED FROM YOU: fire one Gauss and one AFC at a parked mech, say how many panels changed, and read us the boot-screen build number. 8/10 - Still spreading damage to multiple panels with both Gauss and AFCs. Separately passed along observations about range and behavior seeming like a form of LRM.
6 28 P2 Queued 🟡 PATCHED - RETEST No mech has ever died from a critical hit to a vital internal part - only from sections blown apart. STATUS: The missing machinery is now built; needs a live match to prove it works. NEED FROM YOU: Note the mech, map and time whenever a mech dies with no section blown off.
7 30 P5 Queued ⚪ QUEUED A jammed or heat-killed weapon looks like a healthy one on the default weapon view. STATUS: Settled as authentic - the jam lamp on that weapon's ENG DATA page is confirmed working, an EJECT tap clears a jam, and only internal cleanup remains here.
8 37 P3 Pass 🟠 NEED INFO A mech can look twisted backwards - it's temporary, and it also happened to another player's mech. STATUS: Model data is clean; suspect a mirrored pad twist axis or a bad reading sent to others. NEED FROM YOU: a clip of it happening, and does your torso twist the way you push the stick? (undated) No occurences in a long time
9 38 P3 Fail 🟠 NEED INFO Everyone except the host gets a red patch and VGL badge instead of their pick; colour is correct. STATUS: a fix shipped to send badge and patch through the lobby; the field still fails. NEED FROM YOU: have every player read out their boot-screen build number next session - an older build shows exactly this. 8/10 - Only host initially spawns with the correct mech, badge and patch color. Everyone else initially spawned with their chosen mech color but a red patch and VGL badge. Host appears correct to others and self in external view. Again, Non-host players had correct mech color but always red patches and VGL badge. Nothing changed when respawning.
10 41 P2 Mixed 🟠 NEED INFO David's launcher sometimes dies instantly with no window, then works after a few retries; antivirus is the prime suspect. STATUS: Not reproducible here; the build now records why it died. NEED FROM YOU: David - after the next failure send lastrun_join.txt from the game's content folder, and check Windows Security Protection History for a block on the game. 8/14 Oracle - Clarify please
11 63 P5 Queued ⚪ QUEUED The end-of-mission review screen reads player info from the wrong place, so it could show junk numbers or crash. STATUS: harmless right now - that screen never opens during play; it gets rewired before the screen is ever switched on.
12 64 P5 Queued ⚪ QUEUED An internal mix-up left part of each mech's damage bookkeeping pointing at nothing, which had quietly broken the coolant-leak plumbing. STATUS: the half that could affect play is fixed and shipped; the leftover is code tidy-up you will never see.
13 65 P5 Queued ⚪ QUEUED Internal: several mech subsystems handle their messages in a way a future change could silently bypass. STATUS: nothing is broken in play today; logged as a single cleanup pass.
14 68 P3 Queued ⚪ QUEUED If you HOST and the lobby fails to create, the game just closes with no message. STATUS: Reopened - this was closed after fixing the JOIN side; the host side still exits silently. Confirmed in the code. NEED FROM YOU: nothing - but if hosting ever dies without a word, that is this.
15 72 P5 Queued ⚪ QUEUED Closing the game while a mission is still loading can throw away the shutdown request. STATUS: not a live problem - the game still exits in about a second; logged so a future change cannot turn it into a hang.
16 74 P2 Pass 🟠 NEED INFO 8BitDo gamepad works (partly) in solo but does nothing in Steam multiplayer. STATUS: Logged; we need your setup details before we can chase it. NEED FROM YOU: the exact 8BitDo model, how it connects (XInput/DInput/Switch mode), whether Steam is applying a controller layout, and which controls do work in solo.
17 76 P3 Queued 🟡 PATCHED - RETEST The main cockpit and Plasma windows return to the wrong place after relaunch, even with layout saving on. STATUS: the layout-wiping bug is fixed, so these two are ready to re-check. NEED FROM YOU: move the cockpit full-screen and Plasma to your second monitor, save, relaunch, then say which came back wrong. (undated) Pass this?
18 77 P3 Queued ⚪ QUEUED The Secondary/Radar window is locked to one size, so it cannot fill a tablet or touch panel used as an extra display. STATUS: logged as a real feature request; making it resizable has not started. (undated) Indifferent
19 83 P3 Mixed 🟠 NEED INFO The incoming-missile beeper is back and speeds up as a missile closes, but two testers say the tone sounds wrong ("clown horn"). STATUS: alarm fixed and confirmed working; pitch under rework. NEED FROM YOU: compare ours to the two pod videos (0:43, 1:10) - is ours too low, too high, or too slow? 8/14 Oracle - Alarm is back and sounds good with changing tempo based on missile proximity. NARCs and Streaks are orbiting mechs when they miss, possibly a little too much vs how I recall. All missiles are currently able to hit stationary targets out to maximmum possible range they can be seen. 8/14 Oracle - Can see that orbiting NARC missiles will tighten their orbit after about 10 seconds as their fuel is exhausted. 8/14 Oracle - Elengil reports alarm pitch sounds off 8/14 Oracle - Nanook reports larm sounds like a clown horn 8/14 Oracle - Multiple players reporting missiles orbiting too much (18 times on at least two occasions, 10 times is fairly common) 8/14 Oracle - Missiles tracking a mech that dies before they reach it will airburst. In the pods they used to continue flying, someone (Elengil?) recalled that they would fly toward the center of the map.
20 90 P3 Queued 🟠 NEED INFO Fire and smoke on badly damaged mechs look thinner and shorter than the arcade. STATUS: Untuned; the report predates our particle fix, so we need a fresh look. NEED FROM YOU: Name a mech you saw burn, roughly how many seconds it lasted, and whether flames start before the kill or only on the wreck.
21 103 P4 Queued 🔵 YOUR CALL Ramming damages a mech's insides - gyro, heat sinks, torso - never its armor; grinding does nothing. STATUS: Confirmed as the original's design; the myomer damage you saw was our bug and is fixed. NEED FROM YOU: On the real cabinets, did a hard high-speed ram ever dent the target's armor, or only wreck internals? (undated) Don't recall
22 105 P3 Queued ⚪ QUEUED Sensor damage currently does nothing - the arcade flickered or dropped the HUD and could kill the radar. STATUS: The behavior is fully described by Lynx and Oracle and logged; the work simply has not started.
23 113 P3 Queued 🟡 PATCHED - RETEST LRM burn looked too long; missiles now fly slower and shorter with air drag restored. STATUS: Fixed in 4.11.957; flight timings re-checked against the original and found correct. NEED FROM YOU: does it still read too long? Say which half - the flame on the missile, or the effect on the struck mech.
24 115 P2 Queued ⚪ QUEUED The hot box target-select buttons do nothing, so you can't designate a specific enemy. STATUS: Confirmed dead and understood; wiring the original selector buttons is queued and nothing is needed from you. Oracle's Standard-versus-Expert memory is logged alongside it.
25 117 P3 Queued ⚪ QUEUED Ronin confirmed every chassis had its own cockpit bounce in the original, on purpose, so each mech felt different from the seat. STATUS: Logged as design knowledge; we still have to check whether our build shakes per chassis or uses one shared bounce. Nothing to test.
26 121 P3 Queued ⚪ QUEUED Sensor heat has no effect - the bar can peg full and your radar and targeting keep working perfectly. STATUS: Known and logged; the heat penalty for sensors was never built, so nothing is needed from you.
27 123 P3 Queued 🟡 PATCHED - RETEST The searchlight's visible half landed - night fog pulls back, plus a cone on your mech. STATUS: Fixed weeks ago; never night-tested. NEED FROM YOU: On a night map, toggle the searchlight (F5) and say if the murk pulls back at mid range (close walls stay dark) and whether teammates see your cone.
28 126 P2 Queued 🟠 NEED INFO From certain positions another player's shots are both invisible and silent; moving makes them show again. STATUS: one report with a log; cause unknown. NEED FROM YOU: note both mechs, the map, your distance, whether terrain blocked the line, and how far you moved before shots returned.
29 132 P3 Queued 🟠 NEED INFO A yellow line sits on the HUD in every mech; only one tester sees it. STATUS: unreproduced; it may be the same stuck beam that this build's weapon fix cured. NEED FROM YOU: Conn Man - is it still there in the latest build? If so, a full-screen photo plus your screen resolution.
30 136 P3 Queued 🟡 PATCHED - RETEST Toggling components on a shut leaking loop seemed to stop and restart the alarm. STATUS: ruled authentic - the sound loops while a leak lasts; the flashing button by the radar is the real indicator, now fixed. NEED FROM YOU: next leak, check the button flashes the whole time, even when the alarm is silent.
31 143 P3 Pass 🟠 NEED INFO Hitting one panel can make smoke pour from many panels at once, often after a big alpha strike. STATUS: reported several times, cause not yet chased. NEED FROM YOU: next time it happens, say whether the smoking panels were already damaged or still undamaged, and which mech was hit. 8/14 Oracle - Players aren't reporting this anymore
32 145 P3 Queued ⚪ QUEUED The IR / 'predator vision' button does nothing visible yet. STATUS: Oracle's description - a random palette shift, not a heat image - is on file; building the display is queued.
33 147 P3 Queued 🟡 PATCHED - RETEST The moving range marker can vanish for the rest of the session while the tick marks stay. STATUS: likely cause fixed and the game now records it automatically; not seen since. NEED FROM YOU: if it vanishes again in a multiplayer drop, note the map and time and send your log.
34 158 P2 Queued 🟠 NEED INFO After respawning in Abandoned Arena you can be stuck until you cycle the throttle. STATUS: two possible causes - the new respawn throttle release, or spawning against scenery - not yet separated. NEED FROM YOU: when stuck, note whether your throttle lever was already pushed forward, whether cycling it frees you, and where you spawned.
35 159 P3 Queued 🟠 NEED INFO Missiles and cannon fire seen exploding in empty space, away from the target, during laggy drops. STATUS: logs show no dropouts, so this is lag; cannon fire is now instant-hit, which may have fixed half of it. NEED FROM YOU: note shooter, target, clock time, and whether it was missiles or cannon.
36 163 P2 Queued 🟡 PATCHED - RETEST Some players were left staring at a frozen picture of the finished round; quitting sometimes hung. STATUS: fixed - the game now shuts down in a set order and always closes. NEED FROM YOU: after your next few rounds, confirm the menu returns instantly - especially for the host - with no frozen screen or Task Manager.
37 164 P3 Queued 🟡 PATCHED - RETEST A laser beam could stick on, hanging from your legs and swinging with your rudder until you died. STATUS: Cause found and fixed; beams now only draw while a weapon is genuinely firing. NEED FROM YOU: If a beam outlives its shot again, note the time and the beam's colour, and send your log.
38 165 P2 Queued 🟡 PATCHED - RETEST Weapons X'd out as destroyed could still fire and recycle. STATUS: Fixed - crit-killed weapons now stop firing the instant the X appears. NEED FROM YOU: Shoot a weapon until it X's, hold the trigger, confirm nothing fires; name it if it does. A dial cycling under an X is normal. 8/14 Oracle - Needs more testing
39 166 P2 Queued 🟠 NEED INFO A weapon reads ready on the MFD but refuses to fire until you eject a round. STATUS: One cause fixed; a new case right after respawn says another path remains. NEED FROM YOU: Note the weapon, whether it followed a respawn, and what freed it - eject or repeated pulls - plus your log. 8/14 - Oracle - Sauron couldn't fire SRM in a Hellbringer after spawning after a minute into the game without any action except repeated attempts to fire, it fired again.Around 9:53 PM ET
40 167 P2 Queued 🟠 NEED INFO For a stretch, the lock circle stops appearing on any target. STATUS: Seen twice in the field, never on our test rig - cause unknown, no fix yet. NEED FROM YOU: Note the time it starts and stops, whether your shots still tracked, and whether dying or picking a new target brought the circle back. (undated) Oracle - At 10:32PM Oracle had no reticle circle appear on any targets mechs
41 170 P1 Fail 🟡 PATCHED - RETEST Crash when the game returns to the menu after a round; it looks like a crash joining the lobby. STATUS: cause found and the shutdown rebuilt; the repeat report may be the original one re-filed. NEED FROM YOU: play three rounds back-to-back; if it crashes, note the time and send that session's log. 8/12 - 9:02PM ET crash while joining lobby Oracle 8/12 - 9:43PM ET crash while joining lobby Oracle 8/12 - 9:57PM ET Sauron and Nanook has lobby join crash
42 172 P4 Pass 🔵 YOUR CALL The leak lamp isn't late - weapon leaks light only on the engineering page; a generator leak lights only the button beside the radar. STATUS: Ruled authentic; the voice loops on its own, so repeats aren't new leaks. NEED FROM YOU: On the real pod, was the generator warning light big and bright, or subtle? 8/14 Oracle - OK 8/14 - Elengil reported coolant leak on AFC 50 in Zanin Neko, twice only started flashing only when the voice said coolant leak for the second time (undated) 8:44PM ET Lynx reported a loop 6 leak that did not flash immediately.
43 174 P2 Mixed 🟡 PATCHED - RETEST Shooting an already-dead section kept grinding fresh critical hits into surviving parts, and kept scoring. STATUS: Fixed - hits on a wrecked section now do nothing and score nothing. NEED FROM YOU: Pour fire into a wrecked arm; if damage or points still register, give your callsign and rough time. 8/14 Oracle - Clarify please
44 175 P2 Fail 🟠 NEED INFO Missiles used to fly through hills and buildings; a fix now bursts them on the first solid thing they hit. STATUS: Fix shipped, but the 2026-08-14 sheet marked it Fail with no detail. NEED FROM YOU: did a missile pass THROUGH cover, or burst early in open air? Note the map and time. 8/14 Oracle - We didn't see splash from missiles exploding near other mechs. We tried firing salvos at the ground or wall next a mech. We tried putting mechs against each other and firing missiles at one to see if the damage would spread to the mechs that weren't hit. Cover is intercepting the missiles properly.
45 178 P3 Queued ⚪ QUEUED PPC hits may briefly knock a generator offline - long enough that anything set to AUTO re-assigns itself to a different generator, too short to see the generator read as down. STATUS: Oracle described the signature; we have the brownout machinery but have not confirmed an energy hit actually reaches the victim's electrical chain. (undated) Oracle - saw sub-systems on auto mode switch generator assignment after PPC hits; never saw a generator actually go offline 8/14 - Tested multiple players firing PPCs at a single mech with all systems set to auto generator for several minutes, no systems changed their generator, inclonclusive result, need more testing.
46 180 P3 Queued 🟠 NEED INFO Coolant loop buttons keep flashing after the leak alarm goes quiet; loop 6 never stopped. STATUS: Logged. Unclear whether the lamp is stuck or loop 6 was still genuinely leaking. NEED FROM YOU: next leak, say which loop, and whether that loop still cooled you (heat dropping) while its button kept flashing. 8/14 - Loop 6 leak indication and alarm stopped after some time, but buttons on loops keep flashing even after alarms went silent. After further waiting (approx 1 minute) loop 3 button stopped flashing. Loop 6 never stopped flashing.
47 181 P3 Queued ⚪ QUEUED When another player kills you, their name is not appearing on the second screen. STATUS: Logged as a display problem only; scoring and kill credit are already verified correct. Fix not started. 8/14 - Message showing name of player that killed you is not showing on secondary screen
48 182 P1 Queued 🔵 YOUR CALL If the host leaves the lobby, nobody gets a Launch button and the lobby is stuck. STATUS: confirmed twice; we can build it either way but need a direction. NEED FROM YOU: should another player automatically become host, or should the lobby close so everyone re-forms? 8/14 - Oracle - If host leaves a lobby, no one gets the Launch button. Confirmed twice, unclear if someone should become the host.
49 183 P4 Queued 🔵 YOUR CALL A weapon with an ammo bay fire shows no symbol in the middle of the MFD, where the jam symbol appears. STATUS: Logged; unclear whether the original ever drew one. NEED FROM YOU: Oracle, on the real cabinet did a bay fire show its own symbol, the jam symbol, or nothing? 8/14 - Oracle - No icon in the display mode for a weapon that has an ammo bay fire (center of MFD, same area where the jammed icon is shown)
50 184 P4 Queued 🔵 YOUR CALL Some testers recall energy weapons burning out and getting X'd from overheating alone. STATUS: No heat-only burnout for lasers or PPCs found in the original code; only ammo weapons go dark. NEED FROM YOU: If you saw it, name the weapon, whether you were also taking hits, and whether the X stayed all round. 8/14 - Oracle - Some debate about testers recalling that energy weapons could "fuse" and get X'd out if they overheated too much
51 185 P3 Queued 🟠 NEED INFO In glass mode the coolant window vanished mid-mission; only a hand-edited config file brought it back. STATUS: Logged; unclear whether it never opened or was dragged off during play. NEED FROM YOU: Nanook, check the coolant window is on screen at mission start, then note what you were doing when it vanishes. (undated) 9:40PM ET Nanook was running glass and lost coolant MFD, didn't know if it was there at the start of the mission, couldn't get it back. Wasn't sure if it was moved off by accident or moved off, so edited his config file to get it back.
52 186 P2 Queued 🟠 NEED INFO Missiles from the Vulture looked like they exploded partway to the target. STATUS: Logged; may be the new cover-blocking behavior hitting an unseen object, or just lag. NEED FROM YOU: was there a hill, building or tree in the line, or did it burst in open air? Note the map and your mech. 8/14 - Oracle - Missiles fired from Vulture by Draco - VGCorps appeared to explode halfway to target around 9:55 PM ET
53 187 P2 Queued ⚪ QUEUED Ballistic and missile weapons (Gauss, AFCs, Streaks, Narc) still damage targets past the rangefinder's max range; energy weapons correctly stop. STATUS: Report logged with the weapon list; we're checking whether the damage code and the rangefinder read the same range number. 8/14 - Streak 2, Streak 4, Narc 15, LRM and SRM Observed that these weapons are hitting and damaging targets beyond the maximum range of the rangefinder. Energy weapons were indepentdently tested and found to stop doing damage at their respective max ranges on the rangefinder scale. Gauss, AFC100, AFC50, AFC25 are stopping at their rangefinder limits. Oracle - I believe this is the correct behavior for the missiles as they can glide.
54 188 P3 Queued 🟠 NEED INFO A mech walking past you may make its engine or footstep sound waver in pitch. STATUS: split off from the heat-timing fix; we could only measure this properly with a live ear. NEED FROM YOU: stand still, have someone walk then run a mech past you - does the sound warble or stay steady? Say which chassis and how close.
55 189 P2 Queued 🟠 NEED INFO After a generator overheats and shuts down, a weapon left on AUTO never comes back online - even once the generator has cooled. Forcing a reassignment revives it. STATUS: Re-described from Lynx's full account (the earlier 'generator will not cool' wording was wrong - cooling works fine). Best suspect: the generator's state stays stale after it cools, so auto-assignment keeps thinking it cannot power anything. NEED FROM YOU: does it also happen in EXPERT? Lynx saw it in veteran and says expert behaved normally - if that holds, it narrows this a lot. 8/15 - Lynx - Nova, both PPCs seeked to 4, coolant loops boosted, fire repeatedly (~8 min to force the overheat). Loops keep the PPCs cool but seek-4 energy drives generator heat up until it shuts down. PPC forced to manual; left on auto it does not return once cooled. Comes back on a forced reassignment. Flushing coolant DID bring generator temp down. First seen in veteran; expert behaved as expected. 'Deep mojo about heat transfer in the electrical subsystem' - wants more testing before it is documented.
56 191 P3 Queued ⚪ QUEUED Other players cannot see your coolant flush cloud - the manual says they should. STATUS: Confirmed with a 2-node test; the flush never leaves your machine. Same shape as the arm-wreck fix that just landed, so the repair is known. NEED FROM YOU: if you have ever seen ANOTHER mech vent white-blue steam, tell us whether you were in the cockpit or the outside view, and whether your own coolant key was involved.
57 192 P3 Queued ⚪ QUEUED On the camera/observer seat, the callsign banner can draw as a solid block instead of text. STATUS: Found by code audit - the same bug we fixed for the in-cockpit reticle plate was left in the camera path. Small fix. NEED FROM YOU: nothing - if you use the observer seat and see solid blocks where names should be, that is this.
58 193 P1 Queued ⚪ QUEUED Once, back in July, everyone froze mid-round about a minute after one player's game died - the round ended early for all six. STATUS: Never root-caused, logs lost, and it was never filed until now. Not seen since; several netcode fixes have landed since then. NEED FROM YOU: if anyone drops mid-round, note whether the rest of you keep playing normally. One clean observation lets us close this.
59 194 P2 Queued ⚪ QUEUED An ammo bay fire may be doing far more damage than it should - possibly enough that it always kills, no matter how little ammo is left. STATUS: Found by audit. The maths matches the original game; what is unverified is whether one number means per-round or per-salvo. NEED FROM YOU: if you survive (or die to) a bay fire when your bin was nearly EMPTY, tell us - a near-empty bin should not be fatal. 8/15 - Oracle, a nearly empty bin should not be fatal, I have survived these, though there was still additional damage from the explosing ammo.
60 195 P3 Queued ⚪ QUEUED With 5 or more pilots, the DEATHS number on the Comm screen can run off the edge of the display. STATUS: Measured during an earlier audit and never fixed; a safety clamp hides the worst of it. NEED FROM YOU: a screenshot of the Comm pilot list in a full 6-8 player round would confirm how it looks now.
61 196 P3 Queued ⚪ QUEUED Smoke trails may be thicker on faster PCs - the game emits particles per frame instead of per second. STATUS: Same class as the heat-timing bug we fixed; found by audit, not yet fixed. NEED FROM YOU: nothing specific. If smoke looks very different between two of you in the same fight, that is this.
62 197 P3 Queued ⚪ QUEUED On the real pod cab, the red REVERSE button on the throttle does nothing. STATUS: Found during the reverse-gait work. Desktop and glass rigs are fine - this is cab-only, and it needs a decision about which of two wiring routes to take. NEED FROM YOU: nothing - cab-side work with Nick.
63 198 P3 Queued ⚪ QUEUED A malformed mission file (the same pilot listed twice) can crash the game while loading. STATUS: Seen once during a mass-rejoin last month, then never filed. Probably needs a guard rather than a hunt. NEED FROM YOU: nothing.
64 199 P4 Queued Draco recalls Vulture generally running hotter. He is finding that the myomer heat, weapons heat, gen heat overall is cooling too quickly and as a result he isn't experiencing as many ammo jams/fires as he remembered having to deal with in the past
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"""Snapshot the playtest tracker sheet into the repo so tester edits are a git diff.
python tools/tracker_snapshot.py # write docs/tracker/{OPEN,CLOSED}.csv
python tools/tracker_snapshot.py --diff # show what changed vs the committed snapshot
Rows are written sorted by TICKET NUMBER, not sheet order, so re-prioritising the sheet
produces no diff noise -- only real content changes show up.
CREDENTIALS ARE NEVER STORED HERE. The bridge URL + token together grant write access to a
live shared document, so they come from the environment:
set BT_TRACKER_URL=https://script.google.com/macros/s/..../exec
set BT_TRACKER_TOKEN=....
or from an untracked file `scratchpad/tracker_bridge.local` holding those two lines as
KEY=VALUE. See context/playtest-tracker.md.
"""
import csv
import io
import json
import os
import subprocess
import sys
import urllib.request
REPO = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
OUTDIR = os.path.join(REPO, "docs", "tracker")
LOCAL = os.path.join(REPO, "scratchpad", "tracker_bridge.local")
TABS = {
"OPEN": ["#", "Priority", "Test Status", "Dev Status", "Dev Comments", "Tester Comments"],
"CLOSED": ["#", "Test Status", "Dev Status", "Dev Comments", "Tester Comments"],
}
def creds():
url = os.environ.get("BT_TRACKER_URL")
tok = os.environ.get("BT_TRACKER_TOKEN")
if (not url or not tok) and os.path.exists(LOCAL):
for line in io.open(LOCAL, encoding="utf-8"):
if "=" in line:
k, v = line.split("=", 1)
k, v = k.strip(), v.strip()
if k == "BT_TRACKER_URL" and not url:
url = v
if k == "BT_TRACKER_TOKEN" and not tok:
tok = v
if not url or not tok:
sys.exit("no bridge credentials -- set BT_TRACKER_URL / BT_TRACKER_TOKEN, or create "
"scratchpad/tracker_bridge.local (untracked). See context/playtest-tracker.md.")
return url, tok
def fetch(url, tok, tab, ncols):
body = json.dumps({"token": tok, "action": "get", "sheet": tab,
"range": "A1:%s300" % chr(ord('A') + ncols - 1)}).encode()
req = urllib.request.Request(url, data=body,
headers={"Content-Type": "application/json"})
with urllib.request.urlopen(req) as r:
out = json.load(r)
if not out.get("ok"):
sys.exit("bridge error: %s" % out)
rows = []
for raw in out["values"][1:]:
row = [str(x).strip() for x in raw] + [""] * ncols
if row[0]:
rows.append(row[:ncols])
rows.sort(key=lambda r: (0, int(r[0])) if r[0].isdigit() else (1, 0))
return rows
def write(tab, header, rows):
if not os.path.isdir(OUTDIR):
os.makedirs(OUTDIR)
path = os.path.join(OUTDIR, tab + ".csv")
with io.open(path, "w", encoding="utf-8", newline="") as f:
w = csv.writer(f, lineterminator="\n")
w.writerow(header)
w.writerows(rows)
return path
def main():
url, tok = creds()
if "--diff" in sys.argv:
for tab, header in TABS.items():
write(tab, header, fetch(url, tok, tab, len(header)))
print(subprocess.run(["git", "diff", "--stat", "--", "docs/tracker"],
cwd=REPO, capture_output=True, text=True).stdout or "(no changes)")
print(subprocess.run(["git", "diff", "--", "docs/tracker"],
cwd=REPO, capture_output=True, text=True).stdout[:8000])
return
for tab, header in TABS.items():
rows = fetch(url, tok, tab, len(header))
print("%-7s %3d rows -> %s" % (tab, len(rows), write(tab, header, rows)))
if __name__ == "__main__":
main()