Tabletop Simulator

Tabletop Simulator

Star Wars Rebellion (Ultimate Edition)
DevKev  [developer] Oct 17, 2020 @ 2:38pm
Bug Reports
Hi everyone, this would be a good place to report bugs encountered.
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Showing 31-45 of 133 comments
Mike Jul 8, 2021 @ 5:55am 
Just tried again. The movement subjugation bug seems to be fixed until I got to the build phase, at which point all subjugated systems lost their subjugation status. After that the movement subjugation bug was still there. Tried with both painted and original units. One thing I've noticed for me in particular is it takes the models ~15 seconds to load initially when they are created the first time. However, for my opponent they loaded right away. Not sure if that has anything to do with the subjugation bug or not, just wanted to mention it just in case.

Can't wait to see the new changes!
DevKev  [developer] Jul 8, 2021 @ 9:38am 
Yikes, that is a bad bug. I just did a quick patch that appears to have fixed it. I turned off the re-counting of units during the refresh phase. The re-count is what is messed up, but not sure what happened yet. Thanks for catching that.
Mike Jul 13, 2021 @ 7:35pm 
During game setup, had the Saw Guererra action card dealt into starting hand, but it didn't trigger anything. There were no buttons to choose Saw and auto move the reputation or continue the game setup. I got it unstuck after removing the Saw Guerrera action card from my hand. The choose secret base location step worked fine after that.

Using the play bottom of Take Cover tactic card shows "played top" on the card even though the play bottom action resolves just fine. Happened with Tractor Beam for the Empire as well.
DevKev  [developer] Jul 13, 2021 @ 10:31pm 
Thank you so much for the help. I'm starting to go cross-eyed with all the bug testing. Turns out all the play bottom tactics displayed "Played Top" because I copied/pasted the code, but missed changing the text. This is fixed now.
I can't seem to replicate Saw Guerrera problem. I move his card to the top, and second to the top manually right before the draw action card step, and it's not getting stuck. I've drawn him successfully 4 times in a row. It even worked when forcing Motti on the Imperials. Did it draw to the wrong hand when it failed? It should draw to the action card hand right below the mission hand. When drawing cards, the routine waits for the card to arrive in the hand. I could see the script getting stuck waiting for a card that never arrives. Sending a card to a hand that passes through another hand will cause the wrong hand to steal the card.
Mike Jul 14, 2021 @ 5:36am 
The Saw action card was correctly dealt below the mission cards and alongside Mon Mothma's action card. If memory serves the Saw card was the 2nd action card to be dealt to me. I'll let you know if I run into the issue again!
Mike Jul 14, 2021 @ 10:03am 
Getting a consistent error that I don't think breaks anything. "Error in script (AT-AT - c96e62) function <call/UnitOnLoad>: chunk_3:(5713,4-166): attempt to index a nil value." Seems to happen when an Imperial ground unit is dropped into a build queue. Almost like the build queue is a system that can be subjugated since it happens right after the message "Imperial Ground Unit have landed in IMPERIAL QUEUE 2."
DevKev  [developer] Jul 14, 2021 @ 10:51am 
Thank you Mike! I just posted the fix for this. Ground troops dropped into the queue (or any non-system) will not try to subjugate it and scan for the rebel base. The code that was displaying the error was when it tried to scan for the rebel base. Obviously it wouldn't be in the queue lol. This also fixes the script so it only announces "Ground Troops have entered..." when it is an actual system.
Last edited by DevKev; Jul 14, 2021 @ 10:52am
Mike Jul 14, 2021 @ 11:40am 
I think I figured out why the Saw action card was giving me issues. I don't think it's specific to that action card. It happened again without that action card. I put my starting objective card into the hand that the starting action cards are dealt to prior to the action cards being dealt.

In older versions I put the objective cards into the hand that displayed them in the hand UI that could be toggled by pressing "H" (further down the screen), but that disappeared in a recent update. See if you can recreate the issue with an objective card in the action card hand at the beginning.
DevKev  [developer] Jul 14, 2021 @ 1:35pm 
I did recently shrink the default hand to a tiny box (where the player name is displayed). I think it's far enough out of the away that I could make it big enough to hold cards again.
Mike Jul 15, 2021 @ 5:49pm 
Found a subjugation bug, but only when re-loading an in-progress game. For example, two storm troopers occupy a rebel loyal system so it's subjugated. The game is saved and later reloaded. The system is still correctly subjugated, but any movement of even one ground troop to another system flips it back to non-subjugated (even if one still remains).

Action cards seem to remain hidden even when played out of hand in a re-loaded game. We've been able to fix temporarily by putting them on the mission hidden zone and then back out. However, that only reveals for one player at a time.
DevKev  [developer] Jul 15, 2021 @ 7:20pm 
Thanks! These 2 bugs you reported are now fixed. Reloading the game will correctly count the units on the board. and action cards will not be hidden when removed from your hand unless you place them on the mission hidden area. Any cards hidden that way still have to be unhidden again by placing them in the reveal area.

You probably know this, but your saved game will not pick up these fixes, only a new game will include them.
Last edited by DevKev; Jul 15, 2021 @ 7:21pm
Mike Jul 16, 2021 @ 12:26pm 
Sometimes when a battle is initiated and no leader for one side is committed, a leader from that side somehow is pulled from the leader pool. Seems to happen more often with the Empire. Doesn't happen very often. This has been a recurring bug for several versions.
DevKev  [developer] Jul 16, 2021 @ 3:52pm 
I'm sure I can fix the combat leader bug. Sounds like the leader is keeping their location tag somehow. I'll review when leaders return to the pool and make sure their location tag gets cleared.
DevKev  [developer] Jul 16, 2021 @ 10:20pm 
OK, leaders locations are properly cleared when retrieved during the Refresh Phase. They should no longer jump into combat from an old location tag.
Mike Jul 19, 2021 @ 7:11pm 
A hidden Rebel base is auto-revealed when a space-only battle is initiated (yellow button) in the Rebel base's system. I think the Empire needs a ground unit to reveal the base via troop movement.

Black hits rolled by the Rebels go into the re-roll slot instead of the blocked slot against an Empire played "reinforcements" card (blocks two black hits). So the hits are correctly blocked/no tokens created, but the dice themselves are just put into the wrong spot.

The bottom of "Overwhelming Presence" doesn't auto-block two red hits. The top of the card works perfect.

AT-AT's don't seem to be sliding down the track from build queue 2 after they're built. So pretty much right after they're built it seems like they get stuck on the 2 spot sometimes. The unit limit function also seems to be wonky when that happens. Like I can get the game to spawn well above the limit of 4 AT-AT's instead of how the game usually just won't spawn above the limit.

Sometimes Rebel units will either slide off build queue 1 without a yellow highlight, or they lose them shortly after placed. It's hard for me to tell which, and I can't recreate the bug easily. Not consistent which units it happens to either. Happens about once per game.
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