I know I'm spsed to put some/most of these in the bug tracker, but I'm not rly willing to make yet another account somewhere, especially with public email address, and then post each 1 by 1, so:
1) RC sometimes zaps a lot stronger then normally, 14 hp per hit (instead of ~1 hp) if you are on top of a corner with mara/goon, and it does this continuously during that RC hop (which usually fails miserably).
2) Camera still spins when wallwalking against another player. This is the most annoying bug since tesla bug IMO.
3) Dying from buildable explosion displays a suicide kill msg.
4) While jetpack is active, can't hear luci beep. I think this applies to repair/beep sound while poisoned as well.
5) Unnamed players still cause " disconnected" messages.
6) Building a repeater just barely outside powered area kills it. Sux really bad if it is built to replace another repeater (1 area loses power and builder gets build queue). Could only reproduce just outside rep power area, not just outside RC power area.
7) Acid tubes don't start firing at you if the bottom of their bbox is not visible, although if someone else triggers them, they can damage you
8) Death cam aims way above killer.
9) Lucijump takes twice the hp it did in 1.1
10) The goon chomp/pounce range are ridiculously short, sometimes standing right in front of or even WALKING AGAINST someone who is walking backwards/standing still can't be hit. Also it seems to be easier to chomp players walking towards you and nearly impossible to hit those walking away.
11) Why no eggs on walls?
12) Main Menu->Quit->YES to credits screen, then moving mouse to top/bottom of screen causes same sound effect as hovering over menu button, but repeatedly.
13) What happened to ammo and clips being shown on HUD (not as numbers, but as rectangles/bars)??
14) I still say the new FoV sux balz.
15) Dretch = 180 cred? Especially now that it is weaker (tho faster).
16) Hitting an alien once gives full creds if it dies in rets?
17) You still don't have a proper rotation. I can provide 1 that works on 1.1, so if rotation code hasn't changed you only need to add/change map names.
18) Slope jumping makes moving around maps too easy.
19) Dead buildables deconnable makes RC (or any other buildable) rebuild too quick.
20) I think the bug that causes some sounds to repeat is still there. It happens when the player that creates those sounds goes in/out of your PVS, in which case the sound starts from beginning each time that player gets IN your PVS and it is not stopped when they go out.
21) Map ambient sounds start when the source gets in your PVS but don't stop when it goes out, which means once you hear an ambient sound somewhere, you can always hear it (if it is close/loud enough) even through walls. For example on nexus6 take dretch, go to the generator control panel, and you won't hear any ambient sounds. But once you go to the entrance opposite where you came in from, you hear the hissing of a broken pipe, and you will still hear it when you go back to the control panel.
22) +goon snipe splash effect can be seen through walls.
23) Repeaters: There is NO indication of nor control over which repeater powers what, making them difficult to use in groups, and probably very unintuitive. How about showing how much RC/reps give bp and how much is used, below hp bar perhaps? As ckit secondary is no longer used, maybe use that to change which repeater powers the targeted buildable? Atm a buildable can only get power from closest repeater, so 2 reps near each other can't power 4 buildables close to 1 of them.
If rep A is powering X, can't build Y in rep B power area if it overlaps X.
Reps don't have bp queue, which combined with reps giving more bps then they take can be used to make a better base then you could at RC. For example on Niveus H default, you could move RC to back corner, and put 5 repeaters in the next room, with 10 buildings which can be instantly rebuilt. Or on Thermal, the large room near human base, with RC in corner fits 8 repeaters, all in 1 large area, giving a total of 8 rets in RC power area, 16 buildings at reps, and 4 bps left over. Not sure if this is a bad thing, considering such bases are more difficult to build, but it can certainly make human bases much stronger.
Sometimes if 2 reps are marked, and when building a new one to replace 1 of them, they will both be removed even if the 2nd doesn't overlap.
Sometimes if reps are marked, and trying to build at RC, it says not enough power remaining, tho there should be.
24) buildlog msg doesn't have ^7 before name.
25) When using blaster, then immediately try to switch to primary weapon, it will not switch (instead of waiting a little and then switching).
26) When you get a buildable blueprint and then immediately switch to blaster, sometimes the blueprint will stay.
27) Turret blueprint only contains the base model.
28) Rep model is slightly above ground.
29) What about making chained zap damage depend on distance between targets? That way the huge difference between a buildable being just in/out of another buildable's zap range would be smaller (tho that might significantly affect balance).
30) I managed to repeatedly build an unpowered ret in a place where some powerzones overlapped (didn't have to build in an exact place), tho ofc at least 1 of the reps always had power for it. This only worked when that repeater already powered 1 other ret.
31) listlayouts only finds default *BUILTIN* layout, tho layoutSave and layoutLoad work fine.
32) Trying to get blueprint while aiming at nobuild area -> "You cannot build that structure"
33) It seems building inside a trigger_whatever will make the buildable constantly activate that trigger. (building turret on thermal lava dam button triggers it)
34) All binds and settings reset when joining a modded server for first time, incl r_fullscreen and name reset (to 0 and username), r_height and width also reset, tho not used before vid_restart (and screwed up my screen since it still used windowed size r_height and width, without reseting to previous screen resolution on quit).
35) Newlines in /* */ in a .cfg close the quote, so "/*quoted text\n*/" gives "Unknown command */".
36) It is sometimes possible to shoot luci through pipes, depends on distance to pipe surface and maybe luciball speed/charge (2ndary definitely acts differently). Easy to test on arachnid, for some reason it happens more easily there, or with that pipe size. From the right distance you can even shoot through the nexus6 generator glass pipe...
37) Movement speed is not being added to barb speed, you can actually move faster then the barb this way... also high human bases/jetcampers are more difficult to hit.
38) /give all gives medikit to aliens, and you can activate it when not full hp by scrolling inventory once and pressing mid mouse button... (Yes, WTF)