Laundry list of bugs still in need of fixing

Pit Bosses prone turn into regular Devilites during death animation if meet condition that power-down them (killed all Devilites in region)
So yeah. With some poor timing with your party/statuses Pit Boss you just killed can revive with full health as status-less Devilite. Not that it's hard to kill a lonely confused imp, but still
Been since: No idea
Suggested fix: Check for non-zero health?

Netcode breaks when exposed to high jitter and/or crashes
What it says on the tin. High ping seems to cause critical crashes on my end, and when I reconnect either I can't move or my character is stuck doing whatever actions it was doing when the crash occured. I've complained about this repeatedly to Three Rings, with suggested culprits being anything from my graphics card drivers to something on their end.
Been since: Dunno
Suggested fix: Rewrite the netcode to be more robust. Or just rewrite Tudey to be more robust.

That doesn't sound like a bug to me. That's like saying "people throw up when they have the flu
Cure the disease, not the symptoms. There shouldn't be high ping to begin with. Fix that first.

It's not really fixable to all. You'll just have to deal with it if you live in say, mid or eastern Asia.

Glitch: If players completed Ancient Generator, Crossing the Chasm, Visit to the Lab, or Eternal Bond before the Medal update, the'll be silver medals with no way of changing them to gold.
Around since: The medal update
Solution: Automatically make them gold? Give older players at least one chance to replay these missions? SOMETHING?!

> It's not really fixable to all.
At least you could make that client doesn't freeze/fps-lagspike during high ping moment

It doesn't. Also no. Optimisation might be possible but it's not possible to optimise everything and make the game magically run perfectly for everyone. We're also talking Java here and it's not awfully good for games.

"Java not for games" is not an excuse, for Tails sake. And yes, it does happen. To me, to my friends and guildmates. Game really prone to lagspike. I can understand if it was just connection, but no, entire game freezes for a moment like game is really dependant on server that if server does not respond, it stops itself

That's a memory swapping freeze because SK by default uses an hilariously low amount of memory. You can fix it by allowing for more memory in extra.txt.
Don't set it too high or the game'll refuse to start. I've got mine set at
-Xms512M
-Xmx1G
And that seems to be the highest it'll go without crashing for me. It also fixed any stuttering issues I used to have with the game, as I'd have annoying hiccups during enemy spawns.
I think it says something when the game by default was using less than 512 megs.

I think it's what Warp-Master suggested: fixing the netcode or rewriting it. It's not normal that I can play any online game with no lag but then SK has moments like this. More often than not I even bring up my browser to see if it's my connection, but I can access sites and load videos just fine while, at the same time, SK keeps me from moving from where I'm standing or decides to warp me around the level randomly.
Getting back to the bugs instead of actual issues with the coding and whatnot: if you press the party button to start Vanaduke's fight and then your party (or you, if you're soloing) step back to stand at the very bottom corners of the button area (against the gate and fire) and move to the side as soon as the fire vanishes (to the left if you're on the bottom left, to the right if you're on the bottom right), Vana will derp around the room for a few seconds before summoning the Slag Walkers. If you're lucky, he won't summon them at all during the first phase of the battle.
I also noticed that stun doesn't last nearly as long as other statuses. I tested this with my Haze bombs, on the T3 Guild Training Hall: Shivermist Buster, Venom Veiler, Ash of Agni and Voltaic Tempest's statuses last for about 9 seconds (I didn't time it exactly), while Stagger Storm's stun only lasts 5 or 6 seconds. I'm not sure how long the statuses last on Vana, but I know they last more than the two seconds that Stun lasts on Vana. 5 Star bomb. 2 second stun on Vana. That's sad :I
There's also that bug on D24 of FSC, where the statues we should use to open the gates can get stuck in the wheel things and then require a do-over of the level or a GM helping. For the record, I use the totems to block the wheels but I've run with loads of parties where people just move the totem away and put a statue instead.
Another one on Vana: If you throw water at the mask while it's not on fire, it will bug the counter out.
Oh right, I have no idea if this is a bug or not, but I could swear that the hitboxes for the Gorgos are really messed up. I've started using only Blitz Needle on them because they somehow manage to avoid getting hit by other guns or swords even when I use Auto Aim.
Those are a few I remember off the top of my head, I might add more if I remember them.

There have been a few threads about it, but ever since the big Sprite update, auto-targeting will sometimes switch off at random in the middle of a fight, which can be a real killer if you're using something like the Hammer or a toothpick that you're used to having stay focused on one enemy. I haven't been able to figure out any rhyme or reason as to why it happens, though I've noticed it often seems to do so right after I've used a Sprite power. And no, before anyone asks, I'm not being a klutz and mistakenly hitting the toggle key.

Oh yeah, I did notice that AT likes to deactivate at EVERY elevator for me, I have to press the toggle again before it will even show enemy hp in the corner of the screen again.
Found a new bug. If you Attach stuff to mail, then scroll it off screen and back, the number in your arsenal reverts.
@zeddy
I assume that link is out of date. I don't even have a C:\Program Files\Java folder, despite the fact that it lists java.exe *32 in my processes.

Try installing 64-bit java first. Mine's located at C:\Program Files\Java

The bug with the wolver ball is actually a simple oversight. When a wolver pops out of the ground and they sometimes go into an attack animation, which causes the popout animation to cut short making the bone that the "wolverball"(not it's real name) is attached to not contract out of sight. This "wolverball" bone is completely neglected in the attack animation. So you know, easy animation fix'er up will do.

@zeddy
I thought since I'm using a 64 bit OS, it should have installed the 64 bit java automatically...
I followed the guide, except for "jre6", which that link won't let me download, I'll see how it runs in the morning. If this greatly improves gameplay and lag, I'll definitely let OOO know via support ticket.

Java does not come with operating systems, but a 32-bit virtual machine is supplied with SK.

yeah but I mean I could have sworn I already installed java outside of SK, and by default it gave me the 32 bit, even on windows 7...

It sure as heck is an excuse to not use Java for games! Seriously though, I've never noticed any performance reduction due to bad connection. As far as I know, I could pull my cable and not drop a single frame until it loads the log in screen because I disconnect.

Nope, followed the instructions, game won't even launch, just crashes.
Deleted -Xms3G -Xmx3G in extra.txt and it works, now I'll try 2g
seems to work. Not sure why 3g didn't, I have 6 gigs of ram...

You can repeat Prestige Missions by being invited to higher (other?) difficulty version
Since Sprite update
Did GitM on Advanced and got invited to do it on Elite (which was waste of time and sparks for me), through, I just did Scared to Death on Advanced and can't access Elite-version.
Solution - check if player completed mission at all instead of target difficulty?

The game breaks when the system clock changes
Been around since: Probably the dawn of time.
Fun trick to reproduce the issue that's been dogging me for months: Set your system clock to some arbitrary point in the future. Start Spiral Knights in windowed mode. Once you're logged in, set your clock to the original time. Marvel as a game that has constant access to a time server crumples up and dies because it can't figure out how to timestamp things. This produces random crashes if (like me) your RTC runs fast and you use a time server to correct it.
Solution: Stop being a Gorgo and keep track of the time yourself to prevent shenanigans like this.

So did they fix ANY of these in the last update besides what was in the patch notes? It seems like they barely fixed anything!

I was talking with a friend today about using a Reset Star for my Maskeraith because I want to Change an Ulti (obviously). Well, he linked me this page and I see it would be an effective way of throwing 2000 Energy away if I would buy it, after reading this topic.
So here comes my question: Is the bug, that a maxed and fully heated Battle Sprite can not eat an Reset Star, still available?

Changed the OP a bit. Reset stars have, as far as I understand, been fixed at this point.
Added Firo Driver bug.

Blast Network sticky bomb bug (Or rubberbanding as some others call it)
Completely nullifies movement when one player stands on a tile the same as another player and then places a bomb. The other played cannot move.
This has been around since BN began and people have began using it as a function in the game.
Sprite abilities can't be used during action prompts.
Been around since: Battle sprites.
When standing in front of a pot or a key, having the little talkey bubble hovering over you head, sprite abilities cannot be invoked. This is really annoying when I want to bring up Angelic Aura before running off with a key.
Suggested solution: make this not happen.