Forums › English Language Forums › Coliseum Crucible › Editor Feedback and Technical Issues

Search

11/15 Reported Bugs List

18 replies [Last post]
Sat, 11/15/2025 - 05:37
Nurr-Rus's picture
Nurr-Rus

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.

Sat, 11/15/2025 - 05:53
#1
Nurr-Rus's picture
Nurr-Rus
Some of my personal findings within the Scene Editor

- 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.

Mon, 11/17/2025 - 00:48
#2
Nurr-Rus's picture
Nurr-Rus
Placeable requests

Currently the level designers have requested the following technical placeables:

- Walkable Quads: reportedly a criminally underused invisible prop which, in conjunction with Model Tester and other placeables, allows for creation of new extraordinary pathways

- Model Tester: I do not know how dangerous it would be to add this at the current stage of C.E.'s development, but the fact remains that Model Tester is one of the best "tools" for setting up intricate scenes (in tandem with Walkable Quads)

- Respawn Pads: needed for setting up rows of respawning blocks which act as better barriers than force-fields or doors. There have already been, however, talks of committing domestic terrorism by setting up thousands of explosive blocks with 0,1 respawn intervals, so we understand the cautionary measures taken so far.

- Recon Modules: to allow authors to leave messages for players

- Camera Placeable: shouldn't be remotely as dangerous as Pads and Model Tester

- Sky Islands Night foliage tops for forest-themed levels

- Sky Islands Puppy Statues (they are just neat!)

Sun, 11/16/2025 - 11:27
#3
Nurr-Rus's picture
Nurr-Rus
To add to the list

- [Interactables] The rocket pickup (one seen in Hardcore Lockdown and Mines level) deals Tier 1 damage - one pip of heart to players or -7 damage to monsters. It's been like that since 2012, and it is placed as a hazard equal to sleep clouds, rocket puppies and lichen colonies in Hardcore Lockdown! Please, make it scale with tiers!

Tue, 11/18/2025 - 15:38
#4
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
tiles with no models

- [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

These will be removed in the next update.

Tue, 11/18/2025 - 15:39
#5
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
fixed these

- [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)

Huh. So there's also Cliff In 01 and 02 and those not only use the same model but there is no extra model.

Tue, 11/18/2025 - 15:42
#6
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
this isn't a brush

- [Brush Ground] Graveyard brushes have the weird "Floor Edge/2 Unit, 02 pipe" tile which does not fit with other edge tiles.

That tile is weird, sure, but it's not actually in any of the graveyard brushes, so I'm not sure what the problem is.

Tue, 11/18/2025 - 16:10
#7
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
gold bush

- 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

Fixed for next release.

Tue, 11/18/2025 - 16:18
#8
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
uhhh which one is this

- Outer Shell: Wall edge S 02 is set to use wall_cliff_01 model instead of wall_cliff_02 model

Is the same one from before? I'm not sure. I can't find anything wrong so maybe it's the same one from earlier and I already fixed it? Please use the full names so it's clear.

Tue, 11/18/2025 - 17:15
#9
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
this one is weird

- [Interactables] The rocket pickup (one seen in Hardcore Lockdown and Mines level) deals Tier 1 damage - one pip of heart to players or -7 damage to monsters. It's been like that since 2012, and it is placed as a hazard equal to sleep clouds, rocket puppies and lichen colonies in Hardcore Lockdown! Please, make it scale with tiers!

I see what you mean but I can't figure out how to fix it yet.

Tue, 11/18/2025 - 17:16
#10
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
pads

- [Placeables] We cannot set the strength of Heal and Cleanse pads. Normally you'd get options for Interval and Heart.

I'll fix this.

Wed, 11/19/2025 - 00:09
#11
Nurr-Rus's picture
Nurr-Rus
Clarifications

#5 - Yeah Cliff In 01 and 02 can't be fixed

#6 - Weird. I had it appear multiple times whenever I was painting grass/dirt. I'll test again and edit/reply

#8 - Outer Shell means Haven, sorry (I use them interchangeably). It's the Haven tileset. The path is Haven/Natural/Cliff. Wall edge S 01 and Wall edge S 02 both use the same texture which is fixable

Thank you very much for replying!

Wed, 11/19/2025 - 00:14
#12
Nurr-Rus's picture
Nurr-Rus
Graveyard Brush

The problematic "Floor, Edge/2 unit, 02 pipe" is located in the following Ground brush -- "Graveyard/Floor, grass (no trim)"

Wed, 11/19/2025 - 15:04
#13
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
bush

- [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

Will be fixed.

Wed, 11/19/2025 - 15:12
#14
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
got it

The problematic "Floor, Edge/2 unit, 02 pipe" is located in the following Ground brush -- "Graveyard/Floor, grass (no trim)"

Will be fixed.

Wed, 11/19/2025 - 15:17
#15
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
already fixed

#8 - Outer Shell means Haven, sorry (I use them interchangeably). It's the Haven tileset. The path is Haven/Natural/Cliff. Wall edge S 01 and Wall edge S 02 both use the same texture which is fixable

Ok yeah, I already got this one.

Wed, 11/19/2025 - 15:33
#16
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
cliff notes

- 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.

Fixed!

Wed, 11/19/2025 - 15:47
#17
Gyre-Of-Guile's picture
Gyre-Of-Guile
Developer
actually

- 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.

Some we fixed recently, but I've gone through and fixed more. Check it out after the next release (probably tomorrow) and let me know if there are more little things that act like big things.

Thu, 11/20/2025 - 06:40
#18
Nurr-Rus's picture
Nurr-Rus
Collision Flags Continuation

- Some we fixed recently, but I've gone through and fixed more. Check it out after the next release (probably tomorrow) and let me know if there are more little things that act like big things.

There are massive trunks in Prop/Sky Islands, Night/Wildwoods. To my knowledge they are some of the few props which have an adjustable setting for collision flags. Perhaps it's possible in the future to have this setting in every prop that is used in the game both in edge and wall roles (scene 30364 "Call of the Colossi" uses boulders very liberally - both in small and big sizes)

It seems like it will be quite a hassle to set each of these props with this setting. If you are open to it, we could offer our help - it doesn't look like editing prop configs depends on having dev tools or a connection to the central server. In theory we could add the changes and send them as .xmls, couldn't we?

Edit: seems like <.cite.> didn't work out for me lol

Powered by Drupal, an open source content management system