We at CCW community have compiled the following list of encountered bugs:
- [Tiles] This is an old bug without much of a pattern. Don't know if its fixable, since it has been around for so long. If you CTRL+Z the tiles, there is a chance some of them become "problematic/ghost tiles". If you try to paint over them with a brush or another tile, they will throw an error at you. This happens most frequently when you paint large chunks of land, then CTRL+Z them and try to do it again.
- [Tiles] City Violet configs do not have models. (Several tilesets and placeable folders in SK have these "Ghost configs" with no models - assets that were planned but never realised during SK's development. Is there a possibility they could be deleted in order to shorten the lists?)
- [Tiles] Sky Islands, Winter and Day have the "Null Floor" tile which does not have a model
- [Tiles] Any elevated tiles, like walls placed on top of other walls, will be considered as discontinuities by the Editor
- [Tiles] "Cliff Out 2" in Sky Islands tilesets uses the same texture as "Cliff Out 1". In the Scene Editor it is possible to set the correct texture. This is also a problem with Haven Cliff 01 and Cliff 02.
(I will upload the full list of these minor oversights in the follow-up comment)
- [Brush Ground] Graveyard brushes have the weird "Floor Edge/2 Unit, 02 pipe" tile which does not fit with other edge tiles.
- [Globals] Custom globals (the ones where you need to manually load in a model.dat) do not get validated by the game.
- [Globals] Ground fog can be stacked with regular Skybox now. Unfortunately, I forgot to mention that there are also Rain and Tunnel Fog skyboxes (Tunnel Fog is the fog effect on your screen; in the Crucible Editor it is under Devilish Drudgery category. In game it is also present in Starlight Cradle and I think Gloaming Wildwoods as well)
- [Globals] For some reason Light Sets with selectable tiers get bugged lighting whenever you change tiers. No idea how to reproduce
- [Placeables] We cannot set the strength of Heal and Cleanse pads. Normally you'd get options for Interval and Heart.
- [Placeables] It has been reported that the Random Shrub placeable spawns grey blocks and red berry shrubs in game - things which are not meant to be
- [Areas] Heal Area so far has been the best tool to set up heal zones, as well as infinite duelling arenas. However, whenever Knights heal inside Heal Areas, the heart particles spawn on every player in the scene.
- Sky Islands Autumn: there are gold and red shrubs within the configs. However, only red shrubs spawn in the game, since gold shrubs are set to spawn red actors
- Outer Shell: Wall edge S 02 is set to use wall_cliff_01 model instead of wall_cliff_02
- Sky Islands: the aforementioned Cliff Out 02 texture oversight. Must use wall_elbo1 instead of wall_elbo0
- Haven Cliffs (walls, not abyss edges) are all marked with collision flag 2 instead of collision flag 1. This makes them act as edges in game, not walls. Players can shoot through them (best examples - Shadow Lair Sanctuary, the Overworks in "Breaking in the Recruits"). This is a major problem for any Haven-themed map, and it is a problem in the current Lockdown map "Mines" where players can shoot through the middle pillars.
- Many props, such as Sky Islands boulders, are set with collision flag 1, making them act as walls and stop projectiles. This leads to situations where small stones completely absorb all bullets.