tester handout regenerated for build 4.11.957: section A rebuilt around the fifteen-fix batch (headliners #173 walkers / #171 ballistics / #83 incoming alarm; #175 cover, #165 one-cell, #170 exit, #174 dead zones, #21 wrap, #111 bubble, #179 pips, #151 eject math, the cadence feel trio; holdovers #27/#38/#30/#166/#158/#147 kept with their tests); NEW section B 'NOT BUGS -- THE REAL MACHINE' (veteran heat, the real seek-gear ladder 56/77/100/153, the #153 elevation snap, the leak-voice loop + lamp location) so the settled-authentic verdicts stop generating repeat reports; era questions gain the three Oracle-return items (AFC tracer visibility, PPC vertical-line collapse, PPC generator flips -- corroboration wanted); #151 removed from design calls (resolved authentic); #83/#111/#112 out of known gaps; #176/#178 filed under internal; header 2026-08-14, count 57, reporting section now names the soundboard COPY workflow and the field-guide file-return loop as proven channels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016bw71WVsccjwW7uKRg4aWD
This commit is contained in:
Joe DiPrima
2026-08-14 00:21:37 -05:00
co-authored by Claude Fable 5
parent 32e5e8c6a6
commit 29bb05cf4f
+156 -124
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@@ -1,176 +1,208 @@
=============================================================================
BT411 -- ALL OPEN TRACKER ISSUES (58), SORTED FOR PLAYTESTERS
Updated 2026-08-12 -- for the Friday 8-player night, build 4.11.913.
Last week's reports produced 9 root-caused fixes; they are ALL in this
build. Section A is the payoff -- please verify.
BT411 -- OPEN TRACKER ISSUES (57), SORTED FOR PLAYTESTERS
Updated 2026-08-14 -- for tonight's session, build 4.11.957.
Since Wednesday your reports produced FIFTEEN fixes -- all in this build.
Section A is the payoff; section B is three "bugs" that turned out to be
the real machine. Oracle's questionnaire alone settled five tickets.
=============================================================================
HOW TO REPORT: drop a line in Discord with the issue number and PASS /
FAIL / what you saw. Screenshots and rough times help.
LOGS -- NEW, ONE CLICK: double-click SENDLOGS.bat in the game folder after
the session. It puts ONE small zip on your Desktop with every log from the
night (session logs, matchlogs, launch breadcrumbs) -- attach that one file.
No more hunting for the right .log, no more missing parts.
LOGS -- ONE CLICK: double-click SENDLOGS.bat in the game folder after the
session. ONE small zip lands on your Desktop -- attach that. This build
also names every shot fired in the log, so reports can name weapons.
SOUNDS: use the SOUNDBOARD zip's COPY button to reference an exact sound
(that is how Oracle handed us the missile-alarm sample -- it worked).
FIELD GUIDE: mark up your copy and send the file back. Oracle's return
fixed two docs and closed five tickets in one evening. It works.
=============================================================================
-----------------------------------------------------------------------------
A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build)
A. FIXED THIS BUILD -- PLEASE VERIFY (headliners first)
-----------------------------------------------------------------------------
#162 Kills/deaths multi-counted; -500 death penalty missing ** HEADLINER **
A same-frame double-hit death credited the killer twice. Fixed and
stress-proven at 4 and 8 nodes. TEST: watch the scoreboard math all
night -- kills exact, one death = one -500. Wrong? Screenshot it.
#156 No fade-to-black at mission end ** HEADLINER **
The window slamming shut WAS the bug. Rounds now end with a 1-second
fade to black (and start with the white flash + fade-in).
#154 Generator: no alarm at thermal trip / never came back
"Generator out" (Yip's voice) now speaks AT the trip. Recovery was
always the manual's rule: back online at HALF-cooled after a spin-up.
TEST: ride heat until the generator drops -- voice at the loss?
#164 (Conn Man) hanging laser beam riding the rudder
Beams can no longer draw unless the weapon is genuinely firing.
If ANY beam hangs anyway, your log names the weapon -- that log is
GOLD, send it with the rough time.
#163 Frozen in the ended mission / hang on exit
Ordered exit everywhere. TEST: host and non-host, end of every round.
#135 Coolant leak with NO flashing annunciator
The leak was flashing the WRONG lamp (and could stick forever).
TEST: take a leak (ram someone) -- the generator lamp for THAT loop
flashes, and stops when it should.
#136 Leaking SHUT loop responds to component toggles
EXPLAINED AS AUTHENTIC (refined): the leak voice STARTS at the leak,
LOOPS on its own while the leak persists, STOPS when it seals -- so
hearing it again does NOT mean a new leak. The lamp FLASH is
continuous while leaking. Confirm and we close it.
#172 "Coolant leak but no flashing indicator" -- WHERE TO LOOK
The lamp always flashed; it was in a place nobody watches. A
GENERATOR leak flashes the generator button BY THE RADAR (bottom
centre) -- NOT any MFD. That is authentic: no MFD carries a
generator-leak indicator. A WEAPON's leak lamp lives on its
engineering page and flashes when you page there (also authentic).
Loop leaks flash the loop button immediately. TEST Friday: take a
leak, look AT THE RADAR RAIL -- tell us if it still reads as missing
even knowing where to look.
#128 Ramming terrain = instant coolant leak
Ram damage eligibility fixed -- walls and rocks no longer puncture
loops. TEST: bump terrain hard; leaks come from combat, not curbs.
#166 LRM ready on MFD but refuses to fire (until eject)
Root cause was an eject PRESS whose release got eaten (Steam overlay
/ focus steal). Structurally fixed + every eject is logged.
TEST when it happens anyway: tap EJECT (authentic unjam) and report.
#165 X'd-out weapons appear to still fire
Could NOT reproduce -- destroyed weapons refused 4,213 straight
trigger pulls on the bench. What you likely saw: the recharge dial
still cycles under the X (arcade does too) + surviving weapons'
beams. Every energy discharge is now named in the log -- if you see
it again, we will know the weapon by name.
#169 (Lynx) LEAVE LOBBY button clipped; 8-player roster clutter
TEST: host with 8 -- roster clear of the LAUNCH button, LEAVE fully
visible.
#48-family (Cyd) Secondary-display phantoms + stale colors + plasma junk
Phantom filled boxes around inactive CONTROL MODE entries and the
stray block by the heading dial: GONE. Armor rosette colors on glass
panels now track live. Plasma marquee no longer shows boot garbage.
#27 Autocannon/Gauss dealt the wrong damage type (retest for Oracle)
Ballistics = solid shot, no blast splash. BONUS this build: ballistic
rounds can now genuinely MISS a moving target -- dodge and the round
carries downrange (authentic; shells fly a full 5 seconds).
#38 Mech colors reverted on respawn
TEST: custom paint, die, respawn -- colors stay.
#21 Recharge arc + fire-ready dot dark after eng-page use
TEST: use the engineering page mid-fight, weapon keeps firing.
#30 Weapon-state presentation (jam lamp confirmed working)
TEST: btejam lamp lights ONLY on a real jam.
#41 (David/Auric) launcher killed before it could run -- forensics armed
TEST: if join.bat ever fails again, send content\lastrun_join.txt.
#147 Range caret vanished for the session (ticks stayed)
Monitoring: if it happens, the log traps the culprit -- just report.
#158 (Sauron) could not move after respawn until throttle cycled
TEST when it happens: does cycling the throttle free you?
YES -> the #146 release mechanic (expected). NO -> map + spawn spot.
#173 Heavy walkers overheat almost instantly at seek-4 ** HEADLINER **
Our build sampled your mech's motion at modern frame rates -- nearly
2/3 of drive heat on a flat cruise was NOISE the machine never saw.
Now sampled on the original's clock. TEST (Vulture/Madcat/Thor/Loki):
boost coolant loop 5 -- TWO presses, NEVER three (a third press wraps
the valve CLOSED, that is the machine's own trap) -- and hold seek-4.
You should run supercharged indefinitely, hot but stable.
#171 Cannons required leading; missiles flew way too fast ** HEADLINER **
The original decides a cannon hit AT THE TRIGGER -- no leading, ever;
the round you see fly is a drawn tracer. Missiles now fly the
machine's true physics: ~5x slower, real proximity fuze, and they can
strike a mech that walks into the flight path. Ballistics also
respect the range scale again, and cannon damage lands on ONE panel
(#112 closed on this -- if you ever see one trigger pull spread
damage across zones, reopen it with the log).
#83 INCOMING MISSILE ALARM IS BACK ** HEADLINER **
Oracle was right: it was missing entirely (our alarm code was wired
to a dead path -- it never ran once in any build you have played).
Now: missiles inbound on YOU start the accelerating beeper -- the
exact sound Oracle found on the soundboard ([1:74] IncomingAlarm01),
slow at range, frantic as it closes. LRM volleys give seconds of
warning; point-blank SRMs barely a blip (authentic -- the machine
cannot warn you faster than the missile flies). TEST BY EAR: does
the tempo ramp match your memory of the pods?
#175 Missiles flew THROUGH hills and buildings
Cover works now: the salvo bursts on the mound you are hiding
behind (and the blast can still splash you if you hug it --
authentic). Trucks and props die to missiles, as they should.
#165 X'd-out (destroyed) weapons could still fire
THE REAL FIX this time (three earlier attempts missed it): the
original keeps ONE destroyed flag per weapon; our port had four
separate copies and the everyday kill path only set some of them.
Also closes the hanging-beam family (#164) at its true root.
TEST: X out someone's weapon -- it must go fully dead.
#170 Crash between rounds ("crash while joining lobby")
Was our own exit code racing Steam at round end. Fixed at the root.
TEST: full evening, host and non-host, no crash between missions.
#174 Shooting a destroyed section kept grinding criticals
Dead zones stay dead -- continued fire (or ramming) no longer
re-rolls crits into the survivors, and wreck-farming scores zero.
#21 Gear cycling "bricked" lasers -- YOUR memory was right
Our reading of one number in the original's code was off by a
byte-width; you said "nah, it just wraps 4 back to 1" and you were
correct. Cycle gears freely; also fixes the dark recharge arc /
dark ready-dot after gear play.
#111 (Lynx) Other players saw a dying mech's blue warp bubble
The bubble was OUR addition, not the machine's. The translocation
vortex now plays only in the dying pilot's own cockpit. From every
other seat: death = the big boom, respawn = the mech appears.
#179 (Oracle, reported 10 PM, fixed by 1 AM) Nova spawn pips
The Nova spawned showing its REAR laser's range pips in the forward
view. The HUD now commits the forward view at spawn. (Only the pips
were wrong -- rear weapons never actually fired forward.)
#151 (Oracle) Panic eject scored -499
Solved, and the machine agrees with YOUR math: eject = your mech
self-destructs (scored as self-damage, ~-500) + the death cost
(-500) = about -1000, i.e. 1000 points -> roughly ZERO. The extra
-500 you saw was the #162 double-death bug, fixed on testing night.
TEST: repeat the maneuver -- you should land within a few points
of zero, not hundreds below.
FEEL Three more fixes on the original's clock (same bug class as #173):
the cockpit HIT-SHAKE (was bouncing ~2x too fast -- hits now rock
you at the pod's pace with less rebound), the FOOTSTEP loudness
swell (ramped in half the intended time), and a subtle engine-pitch
warble on moving mechs. If mech sounds still warble walking past
you, say so -- that one we could only part-measure on the bench.
--- holdovers still awaiting your verdict ---
#27 Ballistic damage type (Oracle retest): solid shot, no blast splash.
#38 Custom mech colors must survive death + respawn.
#30 Jam lamp lights ONLY on a real jam.
#166 LRM "ready but refuses to fire": structurally fixed (eaten eject
release). If it happens: tap EJECT (authentic unjam) and report.
#158 (Sauron) Can't move after respawn until throttle cycled. TEST when
it happens: does cycling the throttle free you? YES -> the #146
release mechanic (expected; opinions welcome). NO -> map + spot.
#147 Vanishing range caret: the trap is now ALWAYS ARMED -- if it ever
happens again, your log names the culprit frame. Just report it.
-----------------------------------------------------------------------------
B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens)
B. NOT BUGS -- THE REAL MACHINE (verified against the original's code;
please don't re-report these, but DO tell us if the pods differed)
-----------------------------------------------------------------------------
HEAT AT VETERAN: Veteran mode DOES have heat in our 4.10 -- read straight
from the original's code. The 4.0 manual (and some memories of the
earlier machine) say expert-only; 4.10 changed it. Not a bug.
SEEK GEARS: the real damage ladder is seek 1 = 56%, seek 2 = 77%,
seek 3 = 100% (the published numbers), seek 4 = 153% -- an
OVERCHARGE gear: more damage AND heat per shot at ~3x the charge
time. Downshift for rate of fire, seek 4 for the alpha strike.
(The old guide's "half charge = quarter damage" example was wrong;
Oracle's notes caught it.)
BASIC-MODE VIEW LIMIT (#153): pitch below "half" in Mid/Advanced, switch
to Basic, and the view stays put until your next pitch input snaps
it to the limit. That snap-on-next-input IS the original's code --
quirk included. (Basic also re-settles the HUD horizon as the torso
re-centres -- that is what an earlier note meant by "settles the
HUD horizon".)
LEAK VOICE (#136): starts at the leak, LOOPS while it persists, stops
when sealed. Hearing it again does not mean a new leak. The
generator-leak lamp is the button BY THE RADAR, not an MFD (#172).
-----------------------------------------------------------------------------
C. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens)
-----------------------------------------------------------------------------
#37 Mech torso appears BACKWARDS to other players (transient)
#74 8BitDo gamepad works solo, dead in Steam MP (VexUbiquity)
#102 Owens: full-throttle run -> hold reverse = animation/audio hang
REPRO known (exterior cam, savannah); self-clears on a torso twist.
(repro known: exterior cam, savannah; self-clears on a torso twist)
#125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it)
#126 Peer weapon fire invisible AND silent from some positions
#130 Vulture "skating" (gliding without walk animation)
#132 (Conn Man) persistent yellow line on the HUD in every mech
Possibly the #164 beam family -- if you get it, note which weapons
you fired last and send the log.
#143 One panel hit -> smoke erupts from MULTIPLE places at once
#153 Basic-mode elevation limit only applies after cycling modes
#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant stay live
(Oracle mapped the exact bank split; flicker half = authentic.
Next: is the bank capture authentic too?)
#159 (Conn Man) lag during drops -- missiles / fire exploding in empty space
NOTE: shooter + target + rough time; match receipts measure the rest.
#160 Pod cab: RIO axis dropouts + boot wedges (hardware investigation)
Cab-side only. This build adds a sharper stall detector; the cage
hardware work continues with Nick.
#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant live
(bank split mapped; is the bank capture authentic? era input wanted)
#159 (Conn Man) lag during drops -- fire exploding in empty space
NOTE shooter + target + rough time; match receipts do the rest.
#160 Pod cab: RIO axis dropouts + boot wedges (hardware, with Nick)
#167 (Oracle) reticle lock circle absent on ALL targets for a stretch
Monitoring: note the time and whether a relaunch cleared it.
-----------------------------------------------------------------------------
C. STILL-OPEN ERA QUESTIONS
D. ERA QUESTIONS -- for the pod veterans
-----------------------------------------------------------------------------
#103 Mech-to-mech RAM: armor damage or internals only? (Oracle: don't know;
Lynx / Ronin / Draco -- your call. Binary does internals-only.)
#133 Generator X-out on the MFD: Oracle recalls an X "under certain
circumstances" -- WHICH circumstances? (shutdown / overheat / destroyed)
ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or only
Basic? (Oracle: don't know. Binary says: no auto-recentre.)
NEW: AFC PROJECTILES -- VISIBLE OR NOT? Oracle recalls NO visible round
at all (muzzle flash + impact flash only, no tracer, either
perspective). Our build draws the machine's tracer. Draco, SAURON,
Ronin: do you remember SEEING autocannon rounds fly on the pods?
NEW: PPC HIT = SCREENS COLLAPSE TO A VERTICAL LINE? Oracle describes all
MFDs briefly collapsing to a bright vertical line (CRT-style) and
re-expanding. Anyone else remember that look? (It is the target
spec for the display-scramble work in progress.)
NEW: PPC hits sometimes flipped AUTO-mode generator assignments on the
victim (Oracle). Anyone else see generator letters change after
taking particle fire? (#178 -- observations welcome tonight.)
#103 Mech-to-mech RAM: armor damage or internals only? (Binary says
internals-only. Lynx / Ronin / Draco -- your call.)
#133 Generator X-out on the MFD: WHICH circumstances? (shutdown /
overheat / destroyed)
ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or
only Basic? (Binary: no auto-recentre outside Basic.)
-----------------------------------------------------------------------------
D. DESIGN CALLS -- group opinions wanted
E. DESIGN CALLS -- group opinions wanted
-----------------------------------------------------------------------------
#151 Panic eject costs -499: verified REAL original scoring (your death scored
as suicide + death penalty). Keep authentic, or house-rule a flat cost?
#23 Non-glass screen layout: Oracle proposes widescreen-aware sizing --
world view wider + taller, moved up, allowed to overlap the radar.
Opinions welcome before anyone prototypes it.
#23 Non-glass screen layout: widescreen-aware sizing (Oracle proposal).
#77 Resizable Secondary/Radar window (touch-panel cockpits). Want it?
-----------------------------------------------------------------------------
E. KNOWN GAPS -- confirmed and on the list, no need to re-report
F. KNOWN GAPS -- confirmed and on the list, no need to re-report
-----------------------------------------------------------------------------
#49 Radar/map does not draw the arena WALL geometry
#76 Glass layout save/restore rework (some windows not saved)
#83 INCOMING MISSILE alarm not implemented yet
#90 Flames/smoke from serious damage: less than the original (tuning)
#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary (Oracle: added
in a late 4.x release; zero NARC in our decomp) -- content rename due.
#105 Sensor damage effects: Oracle's era spec captured (HUD flicker/loss,
radar loss) -- implementation pending.
#111 Peers see a dying mech's blue warp bubble (should see explosion only)
#112 AFC rounds shotgun across zones (should land as one projectile)
#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary -- rename due
#105 Sensor damage effects (HUD flicker/loss, radar loss) -- spec captured,
implementation pending
#113 LRM burn/hit state lasts too long
#115 Hot box / target select not connected (Oracle era note: hotbox was a
STANDARD-mode feature; absent in Expert -- gating to reconcile)
#115 Hot box / target select not connected (era note: STANDARD-mode
feature, absent in Expert -- gating to reconcile)
#121 Sensor HEAT has no consequences yet
#123 Searchlight: the visible LIGHT + night-fog swap still to come
#145 IR "predator vision": decode done, display not implemented
-----------------------------------------------------------------------------
F. INTERNAL ENGINEERING BACKLOG (nothing to test)
G. INTERNAL ENGINEERING BACKLOG (nothing to test)
-----------------------------------------------------------------------------
#14 Glass panel unreconstructed button handler backlog (census)
#17 Cavern upper-butte halves lack a collision stream (authenticity TBD)
#28 Confirm the vital-subsystem-crit death path can fire (machinery in)
#63 PlayerStatus reads raw original-binary offsets (databinding trap, dormant)
#63 PlayerStatus reads raw original-binary offsets (dormant trap)
#64 damageZone shadow field (half-fixed; consequences disarmed)
#65 HandleMessage non-virtual across 10 classes (latent dispatch trap)
#72 BTLoadPump swallows WM_QUIT during load (latent)
#107 Destroyed HeatSink annunciates nothing (no lamp for condition 0)
#117 KB note: per-chassis cockpit bounce was deliberate (Ronin) -- FYI
#176 Per-weapon seek-gear voltage tables: dump the rest (LLaser read)
#178 PPC electrical rider mechanism (Oracle's field signature captured)
=============================================================================
End of list. 58 open issues total:
19 verify (2 headliners), 13 reproduce, 3 era questions, 3 design calls,
13 known gaps, 9 internal.
Last sweep: 35 issues closed 2026-08-10 (Oracle's annotated pass); this
build fields fixes for 9 of the tickets YOUR reports opened since.
End of list. 57 open issues total:
17 verify (3 headliners), 12 reproduce, 6 era questions, 2 design calls,
10 known gaps, 11 internal -- plus 4 "not bugs" that are the real machine.
Since Wednesday: 15 fixes fielded, 4 tickets closed by evidence alone, and
Oracle's questionnaire + soundboard find settled five more. Your reports
did this. SENDLOGS at the end of the night, please.
=============================================================================