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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.
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HOW TO REPORT: drop a line in Discord with the issue number and PASS /
FAIL / what you saw. Screenshots and rough times help; logs get collected
as usual.
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A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build)
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#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: the alarm SOUND is one-shot per new leak,
the lamp FLASH is continuous while leaking. Confirm the description
matches what you see and we close it.
#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.
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B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens)
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#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.
#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.
#167 (Oracle) reticle lock circle absent on ALL targets for a stretch
Monitoring: note the time and whether a relaunch cleared it.
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C. STILL-OPEN ERA QUESTIONS
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#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.)
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D. DESIGN CALLS -- group opinions wanted
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#151 Panic eject costs -499: verified REAL 1995 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.
#77 Resizable Secondary/Radar window (touch-panel cockpits). Want it?
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E. KNOWN GAPS -- confirmed and on the list, no need to re-report
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#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)
#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)
#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
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F. INTERNAL ENGINEERING BACKLOG (nothing to test)
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#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 1995 offsets (databinding trap, dormant)
#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
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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.
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