HPG UPLINK BattleTech persistent-universe sim

Known Issues

Live status of reported bugs — 175 tracked, updated automatically as reports come in. Found something? Use REPORT ISSUE in-game (it attaches your build + scene).

✅ Fixed 147

Clicking Brace in battle locks you out from cancelling and firing.
T-0221 · scene: Hub · client 0.92 · Jul 17
Working as intended — declaring Brace commits that unit's activation for the round, so it can't be backed out of to fire afterward. Appreciate the clear write-up.
MechLab: Right/Left Torso mirrored (pilot POV, not player POV)
T-0220 · scene: MechLab · Jul 17
Fix applied 2026-07-16 (client MechLabSceneBootstrap section-panel layout): mech LEFT sections now render on screen-RIGHT (external player POV). Pending Unity recompile + playtest to confirm flip direction. Resolved 2026-07-17 — real fix was MechLabConfigureView.BOXPOS (Hub overlay), not the standalone scene. CO confirmed the flip in-client.
Clan Endo Steel and Ferro-Fibrous balance
T-0211 · scene: Hub · client 0.92 · Jul 13
The crit-slot accounting was already correct under the hood (Clan Endo Steel / Ferro-Fibrous use 7 slots, not 14) — the '14' was a Mech Lab display label that ignored tech base. Fixed to read 7 for Clan 'Mechs; ships with the 1.0 client build. No change to how your 'Mechs actually build or fight.
Clan Laser Anti-Missile System
T-0209 · scene: Hub · client 0.92 · Jul 13
Fixed for the 1.0 build — the Clan Laser AMS now correctly weighs 1 ton and takes 1 critical slot (it had been using the heavier Inner Sphere 1.5-ton / 2-slot value).
Rifleman IIc
T-0205 · scene: Hub · client 0.92 · Jul 12
Fixed for the 1.0 build — the Rifleman IIC's default variant now carries its correct stock loadout (four Large Pulse Lasers) instead of the -10 variant's autocannon build.
Flashman
T-0203 · scene: Hub · client 0.92 · Jul 12
Good catch — you're right that the Flashman's model is broken (it renders incomplete / sunk into the terrain). Rather than patch the model, we're dropping the Flashman — both the model and the 'Mech — from the 1.0 build, so you won't run into it anymore. Thanks for the report.
Jump Jet tonnage scaling
T-0201 · scene: Hub · client 0.92 · Jul 12
Fixed for the 1.0 build — jump jets now use their correct weight by 'Mech tonnage (0.5t light/medium, 1t heavy, 2t assault; improved jets double that) instead of a flat 0.5t. Jumping heavy and assault 'Mechs had their armor re-balanced to stay legal.
TIBURON LUPUS-TB
T-0193 · scene: Hub · client 0.92 · Jul 9
Fixed for the 1.0 build — the Tiburon is now correctly a 35-ton light 'Mech (it had been mis-sized at 60 tons) with its proper canon variants.
Umayyad Caliphate and Hanseatic League didn't populate
T-0186 · scene: Hub · client 0.81 · Jul 5
Fixed — thanks for the sharp eye. The Hanseatic League had been defined in the sim but was never actually populated (an empty faction shell), so it wasn't showing up in the Deep Periphery. It now holds its 29 canonical worlds with planetary garrisons, a trade fleet, its Council-of-Merchants command staff (incl. legendaries Reeve Halloran and Ilsa Brandt), and a handful of light-industry 'Mech lines. You should see it live now. The Umayyad Caliphate is a different case — it's intentionally dormant until its canonical Deep Periphery contact date (~3074), so it won't surface until the sim reaches that era. Working as designed there.
Shrike Bug
T-0185 · scene: Hub · client 0.81 · Jul 5
Fixed for the 1.0 build — the Shrike is now correctly a 95-ton assault 'Mech (it had been mis-sized at 50 tons) with its proper variants, jump jets, and targeting computer.
Targeting Computer Missing from all 'Mechs which have it in TRO. Also a minor jump jet placement issue.
T-0184 · scene: Hub · client 0.81 · Jul 5
Fixed for the 1.0 build — Clan 'Mechs that mount a Targeting Computer in canon (the Summoner D/H, Warhawk, and 60-plus others) now have it equipped, and Clan Targeting Computers are available in the store.
Grand Dragon Bug
T-0181 · scene: Hub · client 0.81 · Jul 4
Good catch, MechWarrior — and it went deeper than one 'Mech. Your Grand Dragon was minted from a stale chassis registry that was missing 49 designs; anything missing silently defaulted to 50 tons. That's why the roster said 50T while the lab weighed the actual 60-ton build at ~58T. Fixed fleet-wide as of this deploy: - The registry now resolves through the maintained catalog — the Grand Dragon is a proper 60-ton heavy again. - Every affected 'Mech in the sim (727 units, 40 designs — including all Kell Hounds Grand Dragons) has been re-certified to its true tonnage and weight class. - Armor allocations were re-verified at the corrected tonnage across all affected variants; your Grand Dragons carry max armor for 60T. Drop it in the lab and it should read 60T with the build fitting clean. Thanks for the report — this one fixed 48 other designs too. — Command
ER Pulse Laser Ranges appeat to be short
T-0180 · scene: Hub · client 0.81 · Jul 4
Clan Weps reverted to IS ratings.
T-0179 · scene: Hub · client 0.81 · Jul 3
A River Runs Through it maybe buggy.
T-0177 · scene: Hub · client 0.81 · Jul 3
Confirmed — pulled 'A River Runs Through It' from the board rotation (the water/land hexes were swapped). You won't see it deploy again. Thanks for the report.
Possible bug
T-0176 · scene: Hub · client 0.81 · Jul 2
Battle won't finalize
T-0175 · scene: Hub · client 0.81 · Jul 2
Fixed & live. Battle #328 (your raid on Arcadia) actually ended as a decisive victory — but the post-battle finalization silently failed: when an enemy's FREE reinforcement units (combat vehicles / elemental points) are destroyed, a validation step choked on them (they aren't persistent 'Mech records), which stranded the engagement so it wouldn't clear and the win didn't register. We manually finalized #328 — your victory and full raid spoils are now on the books — and deployed a permanent fix so battles finalize cleanly even when free units die. We also swept and cleared every other stuck engagement. Thanks for the sharp report. — Command
No Shipyards?
T-0174 · scene: Hub · client 0.81 · Jul 2
Done — every home Clan now has a shipyard on a world it holds at 3049, including Clan Nova Cat (Barcella). Live now and locked into the seed so it survives resets. — Command
Can't assign Lucian Carns to a new 'Mech (saKhan)
T-0173 · scene: Hub · client 0.81 · Jul 2
Investigated on our end and the assignment path is healthy — Lucian is active with free 'Mechs available. He was most likely wounded/recovering at the time you tried, which temporarily blocks assignment. He should slot in now — please try again, and reopen this if it still won't let you.
Won the battle but got the Defeat screen afterward in 2 raids
T-0172 · scene: Hub · client 0.81 · Jul 2
Fixed & live — the after-action verdict now reads the actual battle participants (including coalition allies) instead of the planet's current owner, so a won raid no longer shows the DEFEAT screen. Follow-up: the 'won the fight but got DEFEAT / a stuck result' symptom had a second, deeper cause that surfaced today — post-battle finalization could strand whenever enemy free units (vehicles/elementals) were destroyed. That's now root-caused, permanently fixed, and deployed, and every affected battle has been repaired. This class of issue should be fully closed out now. — Command Fixed & live — the after-action verdict now reads the actual battle participants (including coalition allies) instead of the planet's current owner, so a won raid no longer shows the DEFEAT screen.
Sun Spider, Osteon, Cephalus, Jade Phoenix, and Septicemia Factories missing/wrong units
T-0171 · scene: Hub · client 0.81 · Jul 2
Done — corrected the mis-attributed factories (live + seeded): Jade Phoenix -> Jade Falcon (Ironhold), Osteon/Cephalus/Septicemia -> Coyote (Babylon), Sun Spider -> Goliath Scorpion (Roche), and added a Goliath Scorpion Warhawk line (Roche). The root cause was the coverage seeder spreading unclaimed Clan 'Mechs to arbitrary Clans; each is now explicitly claimed so it won't drift on reset. The NOVA CEWS system for the Osteon/Cephalus is noted as a separate follow-up (the chassis exist; the combined-EW system isn't modeled yet). — Command
Double Heat sinks not working correctly?
T-0170 · scene: Hub · client 0.81 · Jul 2
Fixed & live — double heat sinks now count the full total (base + pod-mounted) for dissipation instead of just the base count, so energy-heavy Clan 'Mechs (Warhawk, Ebon Jaguar) run cooler as intended. Fixed & live — double heat sinks now count the full total (base + pod-mounted) for dissipation instead of just the base count, so energy-heavy Clan 'Mechs (Warhawk, Ebon Jaguar) run cooler as intended.
Clan Omnis using ACs vs UACs and LBXs
T-0169 · scene: Hub · client 0.81 · Jul 2
Fixed & live — Clan Omni default configs now use the correct Clan autocannons (UAC/LB-X) from the TROs instead of plain ACs. Fixed & live — Clan Omni default configs now use the correct Clan autocannons (UAC/LB-X) from the TROs instead of plain ACs.
Missing ammo applies to all ammunition fed weapons.
T-0168 · scene: Hub · client 0.81 · Jul 2
Fixed & live — the missing-ammo issue applied to all ammo-fed weapons and is now corrected catalog-wide (LB-X, LRM, ATM, etc. carry their proper multi-ton loads). Fixed & live — the missing-ammo issue applied to all ammo-fed weapons and is now corrected catalog-wide (LB-X, LRM, ATM, etc. carry their proper multi-ton loads).
Mechs which didn't make it into the factory rotations
T-0167 · scene: Hub · client 0.81 · Jul 2
Done — factories stood up on the correct Clans (live now + locked into the seed): Bruin (Ghost Bear, Arcadia), Fire Moth (Ghost Bear, Arcadia), Cougar (Jade Falcon, Ironhold). Onager (Jade Falcon) and Dark Crow (Snow Raven) were already correct. One note on the "Jade Hawk": it does exist in canon, but it's a 3136-era (ilClan/Dark Age) Clan design — it isn't invented yet in our 1 Jan 3049 timeline, so it's not in the catalog and can't have a 3049 factory. We can add it if/when the era advances past its intro date. — Command
Clan Weapon Weights wrong
T-0166 · scene: Hub · client 0.81 · Jul 2
Fixed & live — Clan ER lasers, ER PPCs, SRMs and LRMs are back to their correct Clan weights and heat (e.g. Clan ER Large Laser 4t, Clan ER PPC 6t, Clan Gauss 12t), not the IS values. Fixed & live — Clan ER lasers, ER PPCs, SRMs and LRMs are back to their correct Clan weights and heat (e.g. Clan ER Large Laser 4t, Clan ER PPC 6t, Clan Gauss 12t), not the IS values.
Crimson Langur B missing ammo
T-0165 · scene: Hub · client 0.81 · Jul 2
Fixed & live — Crimson Langur B (and the other ATM 'Mechs) now carry their full ATM ammo (multiple tons for HE/STD/ER), not just the 1 ton bundled with the launcher. Fixed & live — Crimson Langur B (and the other ATM 'Mechs) now carry their full ATM ammo (multiple tons for HE/STD/ER), not just the 1 ton bundled with the launcher.
Extra Ammo not working in battles
T-0164 · scene: Hub · client 0.8 · Jul 1
Fixed & live — per-variant extra ammo is restored across the catalog (1087 weapon slots now carry their proper multi-ton loads), so battles use the full ammo, not a single ton. Reopen if any specific 'Mech still shows only 1 ton in a fight. Fixed & live — per-variant extra ammo is restored across the catalog (1087 weapon slots now carry their proper multi-ton loads), so battles use the full ammo, not a single ton. Reopen if any specific 'Mech still shows only 1 ton in a fight.
Clan LRMs have a minimum range again
T-0163 · scene: Hub · client 0.8 · Jul 1
Fixed & live — Clan LRMs no longer have a minimum range (they fire at all brackets, min=0). Deployed 2026-07-02. Fixed & live — Clan LRMs no longer have a minimum range (they fire at all brackets, min=0). Deployed 2026-07-02.
Other Clan Factories final
T-0162 · scene: Hub · client 0.8 · Jul 1
Done — final batch added, each on the owning Clan's world with starter 'Mechs: Stooping Hawk, Crimson Langur, and Battle Cobra for Blood Spirit (Atreus); Battle Cobra also for Steel Viper (Grant's Station); Dark Crow for Snow Raven (Glory); and Crimson Langur for Fire Mandrill (Bearclaw). All corrected in the seed so the whole set survives a reset. — Command
Other Clan Factories continued:
T-0161 · scene: Hub · client 0.8 · Jul 1
Done — Rabid Coyote added for Clan Coyote (Babylon) and the Shrike for Jade Falcon (Ironhold), both on their own worlds with starter 'Mechs. (Coyote Shrike isn't a separate chassis in the catalog — the Shrike is the one that exists, so that's what we built.) Seeded permanently. — Command
Other Clan factories:
T-0160 · scene: Hub · client 0.8 · Jul 1
Done — factories stood up on each Clan's own world: Onager (Jade Falcon, Ironhold), Blood Kite (Blood Spirit, Atreus), Crossbow (Steel Viper, Grant's Station), and Savage Coyote (Clan Coyote, Babylon). Note "Blood Spirit" is the Clan itself — its Blood Kite line is the one added. Each line seeded with a few 'Mechs. Locked into the seed. — Command
T0158 update
T-0159 · scene: Hub · client 0.8 · Jul 1
Added — the Hellhound line is now running on Eden with starter 'Mechs, alongside the Supernova/Kingfisher/Vision Quest lines from T-0158. Baked into the seed as well. — Command
Fatories in DC space or missing
T-0158 · scene: Hub · client 0.8 · Jul 1
Fixed. Your factories were seeded on Mualang, which is Draconis Combine space at the 3049 start — they've been relocated to your own holdings (Eden/Roche). We've also stood up the missing lines you called out — Supernova, Kingfisher, and Vision Quest — on Eden, each with a few starter 'Mechs on hand. Corrected in the seed so it won't recur on reset. — Command
Clan Holdings in Star Map
T-0155 · scene: Hub · client 0.8 · Jul 1
Closing — addressed by the v0.81 forward-3049 reseed: Clan homeworlds and holdings are now placed per canon. Reopen with a specific planet if any single holding still looks off.
Map Grand Valley Bridge is Broken
T-0154 · scene: Hub · client 0.71 · Jul 1
Resolved as a duplicate of T-0140 — Grand Valley Bridge is removed from the battle pool.
Huncback IIc uses Centurion model in combat.
T-0151 · scene: Hub · client 0.71 · Jun 25
Fixed in the v0.8 chassis overhaul — the Hunchback IIc now uses its correct model (the Centurion mis-bind is gone) in both the Mech Lab and combat. Patch to v0.8; reopen if you still see the wrong model.
Additional Jump Jets bug
T-0149 · scene: Hub · client 0.71 · Jun 24
Same fix as T-0139 — added jump jets now counted (Jenner C). 0.8 build, awaiting deployment. (triage 2026-06-26) Fixed in v0.8 — adding jump jets to chassis that don't ship with them now works and updates jump range correctly. Patch to v0.8; reopen if a specific chassis still won't take JJs.
Kingfisher Prime (STD)
T-0146 · scene: Hub · client 0.71 · Jun 24
Kingfisher present with per-variant loadout in the 0.8 catalog; LPL-in-CT crit layout to be confirmed in the per-mech verification pass. Awaiting deployment. (triage 2026-06-26) Addressed in the v0.8 chassis & variant overhaul — variant coverage was expanded and loadouts reconciled to the canonical catalog, so the STD-fallback gaps and off variants are corrected. Patch to v0.8; reopen if a specific variant still looks wrong.
Planet names change if you zoom out and in
T-0144 · scene: Hub · client 0.71 · Jun 24
Starmap planet labels no longer show the wrong name on zoom (commit 831e80f5). Awaiting deployment. (triage 2026-06-29) Fixed in v0.8 — starmap planet labels no longer show the wrong name when you zoom out and back in. Patch to v0.8.
Factories poplulating into PA after lockdown
T-0143 · scene: Hub · client 0.71 · Jun 24
Fixed & live — a world under an active assault now holds its factory output instead of feeding freshly-built 'Mechs into the contested garrison, so a locked-down world stops endlessly reinforcing the defense. Production resumes automatically once the siege lifts. Fixed & live — a world under an active assault now holds its factory output instead of feeding freshly-built 'Mechs into the contested garrison, so a locked-down world stops endlessly reinforcing the defense. Production resumes automatically once the siege lifts.
Gauss Ammo (and HAG) not adding to weapon's shot count
T-0142 · scene: Hub · client 0.71 · Jun 24
Battle engine now derives shot count from added ammo tonnage (ammo_count x ammo_per_ton) in the 0.8 build; the MechLab save-side write lands with the mech-lab rework. Awaiting deployment. (triage 2026-06-26) Fixed in v0.8 — Gauss/HAG (and Clan Gauss) ammo now loads and counts toward the weapon's shot count. Patch to v0.8.
PA counts 'Mechs selected in all PAs, but not committed in tonnage for a single drop.
T-0141 · scene: Hub · client 0.71 · Jun 24
A 'Mech committed to one PA is no longer counted as available in another (committed_to_attack_id guard, commit d50fc0fb). Awaiting deployment. (triage 2026-06-29) Fixed & live — a 'Mech committed to one PA is no longer counted as available in another (per-drop commitment lock). Fixed & live — a 'Mech committed to one PA is no longer counted as available in another (per-drop commitment lock).
Map Grand Valley Bridge Broken
T-0140 · scene: Hub · client 0.71 · Jun 24
Resolved — the Grand Valley Bridge board (both the 16x17 and the truncated 16x34 version) is excluded from the battle pool, so it will no longer appear in battles. Thanks for the report.
Confirmed: adding jump jets to 'Mechs which don't have them by default doesn't work
T-0139 · scene: Hub · client 0.71 · Jun 23
Battle engine now counts added jump jets toward jump range in the 0.8 build; MechLab save-side write lands with the mech-lab rework. Awaiting deployment. (triage 2026-06-26) Fixed in v0.8 — adding jump jets to chassis that don't ship with them now works and updates jump range correctly. Patch to v0.8; reopen if a specific chassis still won't take JJs.
Repairing Garrison Mechs on non-factory worlds?
T-0138 · scene: Hub · client 0.71 · Jun 23
Fixed + deployed (server, live now — no client update needed). Garrison mechs on worlds with no factory/shipyard can now be repaired via a black-market field bay (improvised work bay, premium cost ~2.5x, available anywhere your mech is parked) instead of being blocked. The repair estimate shows the field-repair cost up front so you see the premium before committing, and REPAIR ALL now includes factory-less mechs too. Works mid-PA. Thanks for flagging it.
Atlas II tonage is off by 50 tons in Mechlab
T-0136 · scene: Hub · client 0.7 · Jun 23
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Atlas II tonnage corrected to 100t in the rebuilt 0.8 catalog. Awaiting deployment (chassis-overhaul release + reset). (triage 2026-06-26) Fixed in v0.8 — the Mech Lab tonnage/weight calculation was corrected in the catalog overhaul (including the Atlas II 50-ton discrepancy). Patch to v0.8; reopen if a build's weight still reads wrong.
turrets are locust
T-0133 · scene: Hub · client 0.7 · Jun 23
Fixed + shipped in client 0.71. Turrets were rendering as Locust because the published terrain asset-bundle was built before the turret prefabs were added to it, so they failed to load and fell back to a tonnage-based mech model. Rebuilt the bundle (all 5 Canon turret prefabs now included) and shipped it in 0.71; also fixed a sizing bug (turrets report 0 tonnage, so they were all using the smallest model — now sized by tier). Patch to 0.71 and they'll render as gun emplacements.
Mech build errors - ammo for clan guass rifle and jump lets don't load on Marauder 6R
T-0132 · scene: Hub · client 0.7 · Jun 23
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Marauder 6R added JJ + Clan Gauss ammo now honored by the battle engine (0.8 build); MechLab write-side lands with the mech-lab rework. Awaiting deployment. (triage 2026-06-26) Fixed in v0.8 — both issues on the Marauder 6R are resolved: Clan Gauss ammo loads/counts correctly and jump jets install properly. Patch to v0.8; reopen if either persists.
Turret is listed as the agent for prebattle banter
T-0131 · scene: Hub · client 0.7 · Jun 23
Fixed + deployed (server, live now). Turrets were being picked as the prebattle banter speaker because they use synthetic negative IDs and sorted ahead of real pilots. Turrets are now excluded — banter comes from an actual pilot.
Turrets don't always fire
T-0130 · scene: Hub · client 0.7 · Jun 23
Two-part fix, both live. (1) Render: turrets were ALL showing as Locust because the published terrain asset-bundle predated the turret prefabs (added to the build manifest after the bundle was last built), so the prefabs failed to load at runtime and fell back to a mech. Rebuilt the bundle (prefabs now packed in) + shipped in client 0.71. (2) Range: immobile turrets were being kited out of their weapon envelope, so they never fired. Turrets now get +6 hexes of effective reach (fixed/elevated fire-control) so they can engage a kiting enemy. Server change is live now; patch to client 0.71 for the visual.
Update to the Internal server error Bug on the PA
T-0129 · scene: Hub · client 0.7 · Jun 23
Fixed and deployed server-side (no client update needed). Cause: on the killing blow that captures a world, the game cleans up the defender's emptied garrison, but when that garrison was still linked to a past battle record a database safeguard aborted the entire capture — which surfaced to you as the internal server error, repeating on every retry. Good news: your assault DID complete once the fix went live. Luthien has flipped to you (DC -> CnC), the campaign resolved as a win (7/7 stages). Nothing needed on your end. Thanks for the report + the follow-up — the detail (last Atlas, repeats after relog) pinned it down fast.
Major bug at end of PA
T-0128 · scene: Hub · client 0.7 · Jun 23
Fixed and deployed server-side (no client update needed). Cause: on the killing blow that captures a world, the game cleans up the defender's emptied garrison, but when that garrison was still linked to a past battle record a database safeguard aborted the entire capture — which surfaced to you as the internal server error, repeating on every retry. Good news: your assault DID complete once the fix went live. Luthien has flipped to you (DC -> CnC), the campaign resolved as a win (7/7 stages). Nothing needed on your end. Thanks for the report + the follow-up — the detail (last Atlas, repeats after relog) pinned it down fast.
Phoenixhawk STD broken
T-0127 · scene: Hub · client 0.6 · Jun 22
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Addressed in the v0.8 chassis & variant overhaul — variant coverage was expanded and loadouts reconciled to the canonical catalog, so the STD-fallback gaps and off variants are corrected. Patch to v0.8; reopen if a specific variant still looks wrong.
Factory Seeding Errors?
T-0126 · scene: Hub · client 0.6 · Jun 22
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Superseded by the new variant system in the 0.8 chassis overhaul. OmniMech config-swapping is now handled by applying any catalog variant to a chassis in the MechLab (each variant carries its own loadout), and any owned 'Mech can be re-varianted regardless of which config its factory produced — so it's no longer locked to one config. Closing as addressed-differently; reopen if the new system misses something you needed. (triage 2026-06-29)
Raids on my worlds don't invole my faction?
T-0124 · scene: Hub · client 0.6 · Jun 22
Fixed and deployed (2026-06-22). When you capture a world, the previous owners' records stay on file (expired), and a bug made the game pick one of those OLD owners as the defender of an incoming raid instead of you — so raids on Asgard and Pesht reported "doesn't involve your faction" and you couldn't open or defend them. The defender is now always resolved to the world's CURRENT owner, so raids on your worlds correctly involve your faction and you can defend them. This applies to every world you've taken. Thanks for catching it.
Jumpships and Warship locked commited to attack 8794 (i think - Port Arthur), but battle was already cleared by AI
T-0123 · scene: Hub · client 0.6 · Jun 22
Diagnosed. Good news: server-side the fleet is NOT actually locked — when the battle on Port Arthur (attack #8794) was cleared, the commitment released, so the fleet is free to move. What you saw was the FLEET panel showing a stale "committed to attack #8794" lock: the panel only refreshes its lock state when you (re)open it or take an action, so when a battle you're committed to gets resolved in the background, an open panel keeps showing the old lock. Immediate workaround: close and reopen the fleet drawer (or relog) and the lock clears — the jumpships/warship can move. Proper fix (the panel now auto-refreshes its lock state while open, so a background resolution clears it on its own) is in the next client build. Thanks for the report. Live — the fleet panel now refreshes its commitment lock, so a fleet freed when its battle clears no longer shows a stale 'committed to attack' state (v0.81 client).
Weird error when attempting TD on Asgaard
T-0122 · scene: Hub · client 0.6 · Jun 21
Fixed and deployed (2026-06-21). Territory disputes are defended by a "threat" garrison force, and the battle's combat medium wasn't locking in for that opponent type — so launching the hex-grid drop failed with "combat medium must be hex grid (current: nil)". It now locks correctly when you choose to play out a territory dispute against any computer/threat defender, so the drop starts normally. The dispute you hit (Asgaard) had already auto-resolved by the time this was looked at, so just start a fresh one to confirm — thanks for the clear report and log.
Weights off in Mechlab after build
T-0121 · scene: Hub · client 0.6 · Jun 21
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Fixed in v0.8 — the Mech Lab tonnage/weight calculation was corrected in the catalog overhaul (including the Atlas II 50-ton discrepancy). Patch to v0.8; reopen if a build's weight still reads wrong.
Assualt on undefended world yields no result?
T-0118 · scene: Hub · client 0.6 · Jun 21
Assault on an undefended world now resolves as an attacker win with zero losses (PA walkover, commit 8a3a00bc). Awaiting deployment. (triage 2026-06-29) Fixed & live — assaulting an undefended world now resolves as an attacker win with zero losses and flips ownership. Fixed & live — assaulting an undefended world now resolves as an attacker win with zero losses and flips ownership.
EJ Delta floating SRM launcher
T-0115 · scene: Hub · client 0.6 · Jun 21
Fixed in v0.8 — weapon/prop attachment was reworked to use each chassis's real hardpoint bones (Build B), replacing the old heuristics that caused floating launchers/artifacts. Patch to v0.8; reopen with a screenshot if a model still shows a floater.
Centurion artifacts
T-0114 · scene: Hub · client 0.6 · Jun 20
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Fixed in v0.8 — weapon/prop attachment was reworked to use each chassis's real hardpoint bones (Build B), replacing the old heuristics that caused floating launchers/artifacts. Patch to v0.8; reopen with a screenshot if a model still shows a floater.
Fleet creation error
T-0113 · scene: Hub · client 0.6 · Jun 20
Resolved — server-side the fleet/jumpship was never actually stuck (its mech fleets at Outer Volta are idle + free; multi-jumpship fleets and unattached reserve jumpships are normal). The 'stuck' was the same stale fleet-panel lock display as T-0123: an open panel kept showing an old lock after a background change. The drawer now auto-refreshes its lock state while open — ships v0.7. Close/reopen the drawer to clear it on the current build.
Dragon is 10 tons too light
T-0112 · scene: Hub · client 0.6 · Jun 18
Dragon now 60t (loadout catalog). Verified fixed on prod 2026-06-21 (overnight sweep).
Battle vs CGB ended in defeat when I still had 2 Mech's vs his 1?
T-0110 · scene: Hub · client 0.6 · Jun 18
Further investigation required. The battle linked from the report (tactical battle 5671 / attack #6391, salvage_theft vs CGB) resolved end_reason=all_attackers_lost — all of the attacker's mechs were destroyed (atk_cas 4/4), so that result was legitimate, not a 2-vs-1. A scan of recent CNC losses showed the only 'lost with survivors' cases are PA drops repelled by turret defense (by design). Couldn't reproduce a victory-scoring bug. Need the SPECIFIC battle ID for the '2 mechs vs his 1' fight to dig further. Investigated: the linked battle (tactical 5671 / attack #6391 vs CGB) resolved end_reason=all_attackers_lost — all of your 'Mechs were destroyed (4/4 casualties), so the defeat was legitimate, not a 2-vs-1. Closing; reopen with a battle link if you hit a genuine survivor-count mismatch. (triage 2026-06-29)
Graphic artifact (looks like an SRM launcher) on EJ D and C models.
T-0109 · scene: Hub · client 0.6 · Jun 18
Fixed in v0.8 — weapon/prop attachment was reworked to use each chassis's real hardpoint bones (Build B), replacing the old heuristics that caused floating launchers/artifacts. Patch to v0.8; reopen with a screenshot if a model still shows a floater.
Hunchback IIc uses Centurion model
T-0108 · scene: Hub · client 0.6 · Jun 18
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Fixed in the v0.8 chassis overhaul — the Hunchback IIc now uses its correct model (the Centurion mis-bind is gone) in both the Mech Lab and combat. Patch to v0.8; reopen if you still see the wrong model.
Huntsman issues
T-0107 · scene: Hub · client 0.6 · Jun 18
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Partial: the 'only have access to Prime' half is superseded by the new variant system (apply any catalog variant in the MechLab). The extra-LAMS model artifact on the Huntsman Prime is a separate model bug still tracked for the per-chassis verification pass. (triage 2026-06-29) Addressed in the v0.8 chassis & variant overhaul — variant coverage was expanded and loadouts reconciled to the canonical catalog, so the STD-fallback gaps and off variants are corrected. Patch to v0.8; reopen if a specific variant still looks wrong.
Clan Engines in IS Mechs?
T-0106 · scene: Hub · client 0.6 · Jun 18
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Addressed in v0.8 — engine handling was reworked with the catalog overhaul and the store/lab are tech-gated, so an IS chassis won't mount a Clan engine. Patch to v0.8; reopen if you can still do it.
Loadout variant-coverage gaps + production over-uses 'STD' fallback variant
T-0105 · scene: Production/Catalog · Jun 18
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Loadout variant-coverage gaps closed + the 'STD' production fallback removed by the rebuilt 0.8 catalog (0 empty loadouts now). Awaiting deployment. (triage 2026-06-26) Addressed in the v0.8 chassis & variant overhaul — variant coverage was expanded and loadouts reconciled to the canonical catalog, so the STD-fallback gaps and off variants are corrected. Patch to v0.8; reopen if a specific variant still looks wrong.
Ebon Jaguars produced with no armor/weapons/electronics
T-0103 · scene: Hangar · Jun 18
Fixed and live: a chassis naming mismatch in the loadout catalog meant Ebon Jaguar configs never resolved, so they spawned bare. Corrected at the source, and ALL your existing empty Ebon Jaguars have been backfilled with their proper armor/weapons/electronics and valid canon configs. Please check your hangar to verify.
Chassis-name spelling inconsistent across seed files -> stripped produced mechs
T-0102 · scene: Production/Catalog · Jun 18
Fixed + deployed + backfilled (2026-06-18): chassis names normalized to with-space canonical (Phoenix Hawk / Black Knight / Mad Dog / Ebon Jaguar) across all 5 seed files (reset-safe) + live backfill (Phoenix Hawk 3310, Black Knight 75, Mad Dog 546 mechs; 2 live PH factories) — 0 factories now produce stripped mechs. SEPARATE follow-up (not chassis-spelling): ~20 chassis|variant combos still lack a catalog loadout (Hatchetman HCT-5K, Catapult CPLT-K2K, Atlas AS7-D-DC, Stalker STK-5M, etc. + odd named/custom variants), and production over-uses the 'STD' fallback variant (see #99). Minor: Mad Dog has redundant last-wins dup keys in mech_loadouts.json to dedupe.
Getting an "battle has now foces committed" error when I try to fight against CJF, even though I've definately selected and committed my forces.
T-0101 · scene: Hub · client 0.6 · Jun 18
Got it — this wasn't your forces, it was the TARGET: that CJF world had no garrison to defend, so the battle couldn't start (an undefended target can't field a defending lance). I've resolved your stuck attack as the walkover victory it should've been — check your codex/AAR. Going forward, attacking an undefended world will auto-resolve as a victory instead of throwing that error. Thanks for the clear report!
Revisit talent/tech trees — prune no-longer-relevant talents balance
T-0100 · scene: Talents · Jun 18
Done — obsolete talent/tech-tree nodes have been pruned. Heads-up: the tree is also getting a broader overhaul for the 1.0 release, so expect further changes there.
Huntsman factory only producing Prime variant
T-0099 · scene: Hub · client 0.6 · Jun 17
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Superseded by the new variant system in the 0.8 chassis overhaul. OmniMech config-swapping is now handled by applying any catalog variant to a chassis in the MechLab (each variant carries its own loadout), and any owned 'Mech can be re-varianted regardless of which config its factory produced — so it's no longer locked to one config. Closing as addressed-differently; reopen if the new system misses something you needed. (triage 2026-06-29)
Production Rates? balance
T-0098 · scene: Hub · client 0.6 · Jun 17
Fixed and LIVE: factory production is now slowed by half across the board, AND your per-factory throttle is properly respected (it was being ignored before — that's why 25% still flooded you with mechs). Set your factories where you'd like and verify the new output. Thanks for flagging this!
Battle: inconsistent building visuals (new solid mesh vs old look)
T-0097 · scene: Tactical battle (hex) · Jun 17
REPORTED (CO 2026-06-17): mixed building meshes on one map — new solid structures alongside old-style buildings. Make the battle building renderer use the new mesh consistently for ALL building hexes. Likely the KayKit/board decoration mapping falling back to the legacy building prop for some hex tags. Check the board-to-mesh mapping in the client battle terrain builder. Closing — the battle building-mesh consistency is a visual-polish item we're not pursuing right now; the new solid mesh remains the target look going forward. Reopen if it ever affects gameplay (LoS/cover).
Viper P Loadout off
T-0095 · scene: Hub · client 0.5 · Jun 17
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Addressed in the v0.8 chassis & variant overhaul — variant coverage was expanded and loadouts reconciled to the canonical catalog, so the STD-fallback gaps and off variants are corrected. Patch to v0.8; reopen if a specific variant still looks wrong.
Clan Double Heat Sinks should only take 2 crit slots. IS take 3.
T-0094 · scene: Hub · client 0.5 · Jun 17
Clan Double Heat Sinks = 2 crit slots, IS = 3 (MechLab::Validator HS_SLOT_COST). Verified fixed on prod 2026-06-21 (overnight sweep).
Engine purchases not populating.
T-0093 · scene: Hub · client 0.5 · Jun 17
Fixed in v0.8 — the store bug that returned an error on engines/weapons/consumables is resolved; engine purchases populate and buy cleanly now. Patch to v0.8.
Charger A1 (Base model) is 80.9 tons, .9 overweight
T-0092 · scene: Hub · client 0.5 · Jun 17
Charger now 80t (loadout catalog). Verified fixed on prod 2026-06-21 (overnight sweep).
noticing a longer load for AAR after battles
T-0091 · scene: Hub · client 0.5 · Jun 17
Resolved (addressed v0.7) — removed redundant win-probability recomputation on already-resolved battles; the post-battle AAR loads quicker.
Mech Lab engine list shows ALL engines (incl. unowned) -> save fails
T-0090 · scene: Mech Lab / Engine selection · Jun 17
Shipped in client v0.6 (2026-06-17): engine selector tech-gated to engines the mech can run — no more pick-then-save-fail.
Cannot reopen Bug Tickets
T-0089 · scene: Hub · client 0.5 · Jun 17
You can now view, reply to, and reopen your submitted tickets (ticketing v2, commit d50fc0fb — replying reopens a resolved/closed ticket). Awaiting deployment. (triage 2026-06-29) Live — you can now view, reply to, and reopen your submitted tickets from 'Your Reports' (replying reopens a resolved/closed ticket). Shipped in the v0.81 client + server.
Win probability %
T-0088 · scene: Hub · client 0.5 · Jun 17
Win-% now computed from committed deck vs committed defenders (not whole garrison). Shipped v0.7 (live on prod). (triage 2026-06-26)
Operations> Contracts Available to Clan
T-0086 · scene: Operations / Contracts · client 0.5 · Jun 17
Fixed (server, live 2026-06-17): contract board now side-gated. Clan factions only see/accept Clan-posted contracts; IS-posted go to IS merc + pirate units only. Threat-war (SLDF) contracts cross the line by design and are badged. Client badge ships with the next build.
arrow IV slot requirement
T-0085 · scene: Mech Lab · client 0.5 · Jun 17
Fixed: Arrow IV crit-slot cost reduced to fit a single mech location (was 15 IS / 12 Clan, larger than any 12-slot location). Now IS Arrow IV + Cluster = 10 slots, Clan = 8 (tonnage unchanged). Mounts cleanly on any location with a missile hardpoint. Ships with the 2026-06-17 server deploy.
"Max Armor" inconsistent behavior
T-0082 · scene: Hub · client 0.5 · Jun 17
Shipped in client v0.6 (2026-06-17): MAX ALL fills the true fractional tonnage budget with per-armor-type points-per-ton (Ferro/Hardened). Server decimal-armor model already live.
Mech Configuration issues
T-0081 · scene: Hub · client 0.5 · Jun 17
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Addressed in the v0.8 chassis & variant overhaul — variant coverage was expanded and loadouts reconciled to the canonical catalog, so the STD-fallback gaps and off variants are corrected. Patch to v0.8; reopen if a specific variant still looks wrong.
Victory / end-of-battle results text clipped on the left edge
T-0080 · scene: Battles / End-of-battle (Victory) panel · Jun 17
Shipped in client v0.6 (2026-06-17): end-of-battle detail scroll content pivot fixed (was 0.5,1 -> 0,1).
Hunchback IIc seems to be using a Centurion model in Battles
T-0079 · scene: Hub · client 0.5 · Jun 17
Acknowledged — tracked + queued for the 0.8 chassis overhaul. We're rebuilding the chassis/variant system and going through every mech one at a time, verifying the model + loadout/variants against canon (Sarna). This will be confirmed and fixed when its chassis is processed. Thanks for the report. Fixed in the v0.8 chassis overhaul — the Hunchback IIc now uses its correct model (the Centurion mis-bind is gone) in both the Mech Lab and combat. Patch to v0.8; reopen if you still see the wrong model.
Defensive battles keep committing empty drop decks?
T-0078 · scene: Hub · client 0.5 · Jun 17
TD empty-deck walkover fixed + deployed (AI auto-commits the defender garrison for territory disputes, then plays it out). Monitoring for any non-TD defensive empty-deck cases. Fixed & live — defensive battles no longer commit empty drop decks; the defender garrison auto-commits and plays out. Reopen if you see a non-TD defensive empty-deck case. Fixed & live — defensive battles no longer commit empty drop decks; the defender garrison auto-commits and plays out. Reopen if you see a non-TD defensive empty-deck case.
In battle turning within the same hex
T-0077 · scene: Hub · client 0.4 · Jun 17
Server `face` action exists; the client in-hex rotate control is not yet built — targeting a later build. Resolved — in-hex turning (◄TURN / TURN► + Q/E) shipped. Fix lands in the v0.7 client patch.
Ebon Jaguar Configs
T-0076 · scene: Hub · client 0.4 · Jun 17
Shipped in client v0.6 (2026-06-17): all 12 EBJ configs + 6 new Clan weapons (Rotary AC, LRT, Streak LRM, Thunderbolt, Angel ECM, CASE II, UMU) with full bespoke mechanics. Server + client live.
Client crashes when a Discord login fails / is cancelled
T-0075 · scene: Login / Discord OAuth · Jun 17
Shipped in client v0.6 (2026-06-17): failed/cancelled Discord login redirects back to the client with an error instead of crashing. (Server fix was already live; client now matches.)
Some mechs carry wrong tonnage (e.g. light chassis at 50t)
T-0074 · scene: Mech roster / Mech Lab · Jun 16
FOUND 2026-06-16c while fixing #72: ~500 Mech rows have tonnage != their variant's canonical mass (e.g. Phoenix Hawk/Vindicator stored 50t should be 45t; Corsair 85->95) — #32 contract-reward-spawner straggler family. Surfaces as wrong walk/run on those mechs. FIX READY (api/tmp/fix_tonnage_corruption.rb, APPLY=true): sets tonnage to the canonical loadout mass + weight_class. ~500 mechs; safe (canonical data, #32 precedent). Needs CO greenlight. | 2026-06-16c: APPLIED on prod (CO greenlit) — 350 mechs corrected to canonical mass + weight_class. Re-scan: 0 remaining.
Weights off for Clan SRMs
T-0073 · scene: Hub · client 0.4 · Jun 16
| 2026-06-16c: Server data is CORRECT everywhere — Clan SRM 2/4/6 = 0.5/1.0/1.5t in equipment_catalog, WeaponStatsCatalog, WeaponSlotCatalog AND the /weapons FetchWeapons payload (verified on prod); client DTO is float, palette formats :0.#. Fixed by today's IS/Clan weapon separation. Player likely saw a STALE session — WeaponRegistry fetches the catalog ONCE per session, so anyone logged in before the deploy keeps old weights until relog. RECOMMEND: re-fetch weapons on mech-lab open (small client change, next build). NOT marking resolved until confirmed in a fresh session. | 2026-06-16c CORRECTION + FIX: not a stale session — real CLIENT bug, exactly as CO suspected (and it surfaced AFTER the Clan split). StoreItemDto.tonnage was `int`, so the store truncated the server's 0.5 (Clan SRM 2) to 0 at JSON parse. The split added 'Clan SRM 2' (0.5t) as a distinct store row a Clan faction (CNC) browses, exposing it. FIX: StoreItemDto.tonnage int->float + MarketPanel {:0.#}t (ships next build); also server store.rb legacy-IS path .to_i->.to_f.round(1) (IS MG/small-laser/flamer 0.5t were truncating too — deployed). Verified store now serves Clan SRM 2 = 0.5 / IS MG = 0.5.
Mech Lab inconsistency
T-0072 · scene: Hub · client 0.4 · Jun 16
| 2026-06-16c: FIXED + deployed. Card/list walk MP now derived from the engine (rating/tonnage), matching the customization menu — was a stale stored base value. Verified on the reporter's Marauder #103655 (75t, engine 380): now derives 5 (was 4). Editor also stores the derived value on commit. (Separate: ~500 wrong-tonnage mechs filed.)
Replays: mechs spawn mid-map then snap to their real start positions
T-0071 · scene: Battles / Tactical Sim Replay (AAR) · Jun 16
OBSERVED (CO): opening a battle's After-Action replay, mechs appear in the CENTER of the map on the first frame, then snap to their actual starting hexes. Initial replay frame should place each unit at its true start hex (looks like the first state-frame positions aren't applied before the first render / a default center spawn is used). Investigate the replay initializer / first-frame hex placement in the AAR playback path. Replay spawn-then-snap fixed. Shipped v0.7 (live on prod). (triage 2026-06-26)
AI: factions don't retaliate when their planets are taken (CNC vs DC) balance
T-0070 · scene: Strategic AI / sim layer · Jun 16
OBSERVED (CO): CNC has captured several DC worlds and DC mounts no counter-offensive against CNC territory. Need to verify how large units / factions react to losing planets and ensure they actually retaliate by attacking the aggressor's planets after losing territory to them. INVESTIGATE: does AiFactionTurn track recent territory losses + the faction that took them? Is there a retaliation/grudge trigger analogous to the pirate-hunt mechanic (raided >=2x -> hunt)? Likely add: on planet loss, record aggressor; AI prioritizes a counter-attack on the aggressor's nearest planet when it has an idle combat fleet in range. Scope to capable factions (fleets + decks available). NEXT SESSION work item. | 2026-06-16c: FIXED + deployed. AiFactionTurn#maybe_retaliate_for_lost_planet (reactive phase, beside the pirate hunt): a faction that lost a world to an aggressor in the last 8 turns mounts a planetary_assault to RETAKE it (declare on-site or dispatch via PendingThreatPursuer). Skips allies; ComStar bulletin per aggressor. Sim-time lookback (valid_until is sim-time). Verified on dev (CGB retook Casere vs CSJ).
Battle/MechLab: RogueTech re-skinned mechs (KitFox, Stormcrow) get a floating torso weapon
T-0069 · scene: MechLab / Tactical battle · Jun 16
ROOT CAUSE (diagnosed via WeaponAttach DIAG): bundle chrprfmech_kitfoxbase-001 ships prefab chrPrfMech_cicadaBase-001 re-skinned with the kitfox mesh + ONLY cicada weapon props. PrefabChassisHint -> 'cicada', so cicada props attach; arm props align but the cicada center-torso missile rack floats in front of the kitfox nose (wrong hardpoint for this mesh). No kitfox props exist in the bundle. Stormcrow = same pattern via cataphract. Likely affects several RogueTech re-skins. FIX OPTIONS: (a) editor hand-position the offending torso prop per affected bundle; (b) supply real kitfox/stormcrow prop sets; (c) interim: bundle-gated suppression of torso props that land far off the torso bone. Broad heuristics regress working rigs (reverted). NOTE: a verbose DIAG line was left in MechWeaponAttacher for auditing. ITEM ID (CO 2026-06-16): the floating prop is chrPrfWeap_cicada_righttorso_srm4_mh1 (Cicada right-torso SRM-4 rack, used for the Streak SRM 4); secondary torso prop chrPrfWeap_cicada_centertorso_flamer_eh1 (LB-5X). CONFIRMED via WeaponAttach DIAG: root='chrPrfMech_cicadaBase-001(Clone)', mechPrefabsInBundle=[chrPrfMech_cicadaBase-001], propChassis=[cicada] — i.e. a KITFOX mesh re-skinned onto the cicada prefab, wearing cicada props. THE FIX (CO direction): there is NO per-chassis override map today — placement is purely the prop name's section + the prop's own authored chrMdlWeap offset (heuristic 'uncollapse'). MechMountExtractor.cs was only PHASE-1 DUMP; the planned Phase-2 'bake' override map was never wired. Right fix = wire that override map: a (chassis|section|hpId) -> position/rotation table the attacher consults BEFORE the heuristic, populated first for chrPrfWeap_cicada_righttorso_srm4_mh1 on the kitfox mesh (capture correct transform in-editor, or extend MechMountExtractor to dump cicada/kitfox). Broad heuristics regress working rigs (reverted). NEXT SESSION owns this. TARGET PLACEMENT (CO 2026-06-16, per Sarna ref): the floating SRM rack belongs on the KitFox's RIGHT ARM (shoulder-mounted launcher). Next session: reposition chrPrfWeap_cicada_righttorso_srm4_mh1 onto the kitfox right arm. CRITICAL CONSTRAINT: the override MUST be KITFOX-ONLY — NOT a global change. The override map keys on (bundle/chassis | section | hpId) precisely so each broken re-skin is fixed SURGICALLY and in isolation; do not touch the shared heuristic that the working rigs depend on. | 2026-06-16c: FIXED in code — MechWeaponAttacher per-(bundle,section) re-skin torso re-route (commit 1fb7b125). KitFox + Stormcrow verified in-editor. Ships in tonight's build.
Ouickdraw STD is 50 tons, should be 60
T-0066 · scene: Hub · client 0.4 · Jun 16
| 2026-06-16c: FIXED + deployed. Quickdraw is 60t heavy (chassis catalog was already correct; a stray Mech row was spawned at 50t/medium — live-repaired to 60t heavy). No client build needed.
Loadout issues
T-0065 · scene: Hub · client 0.4 · Jun 16
| 2026-06-16c TRIAGE (CO): split. (1) Nova Prime 12 ERML spread over the mech instead of arms = same RogueTech re-skin float family as #69/#19/#22 — fix via ReskinTorsoReroute. (2) Ebon Jaguar Prime loadout is wrong in our data (we just added EJ via #48); canon: LA LB-X 5 (+2t Cluster/Slug), LT LRM-10 (+2t), RT SRM-2 (+1t, +2t Gauss ammo), RA Gauss Rifle — DATA fix. Reporter will file more loadout issues; treat as ongoing loadout-accuracy. | 2026-06-16c: BOTH reported loadout issues FIXED + deployed. (1) Nova Prime 12 ER ML now all-arms (see #19/#22). (2) Ebon Jaguar Prime corrected to canon (Sarna): Gauss/LB-5X/LRM-10/SRM-2/ER-ML; existing EBJ-Primes re-equipped to the corrected canon (9). Seed-side (mech_loadouts.json), survives reset. Reporter said they'll file more loadout issues as new tickets.
Battle: land weapon-impact VFX on the component actually hit (not the crotch/root)
T-0062 · scene: Tactical battle (hex) · Jun 16
REPORTED (tester, 2026-06-16) — PURELY VISUAL. Gameplay is correct: the engine already resolves a real hit component per shot (HitLocationResolver returns a `section`: center_torso / left_arm / head / left_leg ...). The CLIENT just lands every impact VFX at the target's transform origin (root ~= ground/pelvis), so it reads as 'aimed at the crotch'. FIX (client): map each shot's resolved section to the matching body bone/position on the target model and play the impact there — accurate, per-component visuals. Client = BattleV2Bootstrap weapon VFX + MechActor; section data already arrives in the action result hits[]. Weapon-impact VFX now land on the struck component. Shipped v0.7 (live on prod). (triage 2026-06-26)
Review headshot % + compounded unit bonuses in allied battles (add a tracker) balance
T-0060 · scene: Tactical battle (allied/coalition) · Jun 16
FOLLOW-UP (CO 2026-06-16): headshots appear to happen more often in allied (coalition) battles — may be coincidence. To investigate: (1) check whether compounded unit bonuses (cohesion / keshik clustering / faction persona / pilot affinity) stack in allied battles in a way that raises to-hit or called-shot/head-hit odds vs solo battles; (2) ADD A HEADSHOT-RATE TRACKER (head hits / total hits, split solo vs allied) so we have data before deciding to tune. Engine: HitLocationResolver (location table + called-shot), Tactical::Engine to-hit mods. Closing — head-shot frequency was rebalanced and validated live on prod (see the head-shot rebalance). The separate allied-battle bonus-stacking tracker isn't being pursued as its own item.
LBX Cannons shouldn't have a min range
T-0056 · scene: Hub · client 0.4 · Jun 16
| 2026-06-16c: FIXED + deployed. LB-X autocannons have no minimum range (canon). LB 2-X/5-X (IS + Clan) were inheriting AC/2 (4) / AC/5 (3) min range via fallback — set to 0 in equipment_catalog.json. LB 10-X/20-X were already 0. Verified stats + mech-lab both read 0.
Floating Artifacts on Mech Models
T-0055 · scene: Hub · client 0.4 · Jun 16
Fixed in v0.8 — weapon/prop attachment was reworked to use each chassis's real hardpoint bones (Build B), replacing the old heuristics that caused floating launchers/artifacts. Patch to v0.8; reopen with a screenshot if a model still shows a floater.
After-Action (Victory) modal: RETURN TO HUB button overlaps/hides the salvage text
T-0054 · scene: After-Action Report (post-battle) · Jun 16
REPORTED (CO 2026-06-16): the post-battle VICTORY/AAR modal has a fixed height, so on longer results the bottom 'RETURN TO HUB' button sits on top of the last line (the 'Field salvage … available in Assets -> Salvage' text), hiding it. FIX: size the modal to its content (or scroll the body / pin the button below the content) so the button never overlaps text. Client = AfterActionReportModal. | 2026-06-16c: FIXED in code. End-of-battle panel detail block is now a masked, scrollable ScrollRect — long casualty/salvage lists scroll instead of overflowing onto the RETURN TO HUB button. Ships in tonight's build.
Suggestion
T-0053 · scene: Hub · client 0.4 · Jun 16
Closing — a stock-loadout preview in the store is folded into the broader loadout-preview backlog (see the friendly/enemy loadout-hover work). Not an active fix.
Battle map: floating-island base shows through low/dipped center hexes
T-0052 · scene: Tactical battle (hex) · Jun 16
REPORTED (CO 2026-06-16): on maps with a central dip (low elevation or deep water), the top of the floating-island underside mesh was visible through the dipped hexes. FIXED (staged, next client build): BattleV2Bootstrap now tracks the LOWEST hex floor Y placed on the board (incl. negative elevation + sunken water) and hangs the island underbelly's top (rimDepth) just below it with 2.5u clearance, computed dynamically per map. Flat maps (floor >= -1.8u) are unchanged. | 2026-06-16c: Fix staged (BattleV2Bootstrap hangs the island underbelly below the lowest hex). Ships in tonight's build.
Battle: SELECT-ALL weapons + SPACE skips the turn instead of firing
T-0051 · scene: Tactical battle (hex) · Jun 16
REPORTED (CO 2026-06-16): in a tactical battle, tapping the new SELECT-ALL weapons toggle to check every ready weapon, then pressing SPACE (the FIRE key) skips/ends the player's turn instead of firing the alpha strike. Expected: SPACE fires the full selected volley. To investigate (client): SELECT-ALL likely toggles the weapon checkboxes without arming the fire action, so the SPACE handler falls through to the end-turn/skip path. Check the battle input handler's SPACE binding vs. the SELECT-ALL state, and whether a target/confirm is required. SELECT-ALL + SPACE now fires weapons. Shipped v0.7 (live on prod). (triage 2026-06-26)
Damaged Factories?
T-0050 · scene: Hub · client 0.3 · Jun 16
| 2026-06-16c DESIGN (CO): NO manual repair. Damaged factories/shipyards auto-recover over time; SURFACE the countdown only. Operations production view: a damaged factory shows status 'Damaged' + 'X weeks (Y hours real time) until fully functional'. Same for shipyards. BUILD: (server) ensure a recovery ETA exists + auto-restore at it (no recovery tick today); (client) show status + dual-time ETA. Bucket: MEDIUM. | 2026-06-16c: FIXED + deployed. Damaged factories/shipyards now AUTO-RECOVER at recovery_eta (NEW IndustryRecoveryCompleter hourly + lazy-restore on next build) — previously they stayed broken forever. Operations now shows 'Damaged · X weeks (Y hours real) until fully functional' (server-computed; real = sim/time_scale). No manual repair, per design. Cleared 6 stuck factories this sweep.
CNC Didn't have any factories balance
T-0048 · scene: Hub · client 0.3 · Jun 16
DONE (2026-06-16): Clan Nova Cat had no home 'Mech factories. Added their signature touman on the capital Mualang — Huntsman, Shadow Cat, Warhawk, Mist Lynx, Adder (light through assault). Seeded into db/seeds.rb so it survives a reset. Note: Ebon Jaguar / Nova Cat aren't in the chassis catalog yet (no model), so they're held for a later add.
16x17 Moorlands 6 - AI Mechs stayed in upper left hand corner. Also appears to be a round construct on the map that might be a bug?
T-0043 · scene: Hub · client 0.3 · Jun 15
| 2026-06-16: Investigated. Server-side the AI advances + fights normally on '16x17 Moorlands 6' (reproduced: all mechs leave spawn, attackers move 12-16 hexes toward the enemy, battle resolves ~turn 4). The board is terrain-clean — no impassable hexes or buildings; the water is a band along the right edge, not a 'round' feature. So the 'AI frozen in the upper-left corner' is the client move-reconciliation desync (see T-0042) under the lag you noted — the AI moved, the client just didn't render it. The 'round construct' has no gameplay terrain behind it (likely a cosmetic forest-grove/prop render). Both should clear with the next client build; if the AI still looks frozen or the round object persists after that, a screenshot + battle ID will let us dig in. Resolved — fixed by raising the playable map above the island/water band; AI no longer reads as stuck in the corner. Ships v0.7.
Detected enemies render 'walking in place' — shots hit ally on stale hex
T-0042 · scene: Tactical battle (hex) · Jun 15
ROOT CAUSE (client): the per-poll reconciliation only walks an actor one move at a time. When a single poll captured several enemy moves (fast/offline-AI turns), the actor animated move #1 and SILENTLY DROPPED the newer server positions (MoveTo/MoveAlong bail while IsMoving, and the hard-snap fallback required !IsMoving) -> mech appears to 'walk in place' then jumps many hexes later. Firing on the stale rendered hex resolved on the real occupant (an ally). FIX (staged, next client build): MechActor exposes MoveTarget + StopMovement; reconciliation interrupts + hard-snaps any actor mid-walk toward a now-stale hex, bounding visual desync to one poll. Server was always correct (moves are in the turn log). | 2026-06-16c: Client reconciliation fix staged (smooth move-replay; no mid-walk snap to a stale hex). Ships in tonight's build.
Clan Weapons Weights
T-0041 · scene: Hub · client 0.3 · Jun 15
| 2026-06-16: Fixed — full IS/Clan weapon separation deployed 2026-06-16. Clan weapons now use their correct Clan weights (Clan ER PPC 6t, Flamer 0.5t, ER Large 4t, LRMs ~half, MGs 0.25t, etc.) in the store, Mech Lab, and combat. Store now gates by tech base.
QoL: Mechlab
T-0040 · scene: Hub · client 0.3 · Jun 15
| 2026-06-16: Server deployed. Apply a build to multiple same-chassis mechs (or one) with a buy-missing-parts flow: a preview returns the missing-parts list + total store cost, you accept, and it buys the parts then applies to every selected mech. (Also fixed a latent bug where saved templates 500'd.) The multi-select UI + accept/cancel cost pop-up ship with the next client build.
Getting a 500 Domain error when trying to assign 4 specific pilots to mechs: Titan, Spectre, Raven, and Shiv
T-0037 · scene: Hub · client 0.3 · Jun 15
| 2026-06-16: Fixed + deployed. Assigning a non-active pilot (the 4 callsigns each had a BONDSMAN variant — bondsmen can't pilot until they earn warrior status) returned an unhandled 500; it now returns a clean error. The assign picker also gains an 'assignable' flag so bondsmen/wounded/on-quest pilots are grayed out (ships next client build).
Fight vs DC on Pesht ended in victory with a pair of Atlases still on the field? Second Atlas may have been a ghost image as I was getting some lag while testing.
T-0035 · scene: Hub · client 0.3 · Jun 15
| 2026-06-16b: Likely a client-side 'ghost image' from the move-reconciliation desync (see T-0042) under the lag you noted — the server resolves victory only when a side has no live mechs, so the second Atlas was probably a stale render. The reconciliation fix is staged for the next client build. If a battle still ends in victory with a genuinely live enemy after that build, please note the battle/ID so we can pull the turn log. Resolved — destroyed mechs are now rendered distinctly, so a dead unit no longer reads as a live 'ghost' on the field. Ships v0.7.
Heat issue with Timberwolf D. Auto shuts down after walking and firing both ERPPCs
T-0034 · scene: Hub · client 0.3 · Jun 15
| 2026-06-16b: Resolved by deployed heat fixes: shutdown is now evaluated on NET heat after heat-sink dissipation (not gross mid-fire), and double heat sinks dissipate at full rate. TimberWolf TBR-D (15 double sinks = 30 dissipation) walking + firing both ER PPCs = 31 gross -> net 1, no shutdown. Please re-test.
Phoenix Hawk and Wolverine showing the wrong tonnage
T-0032 · scene: Mech roster / Mech Lab · Jun 14
Phoenix Hawk read 50t (45t correct) and some Wolverines 50t (55t correct). Fixed 153 affected 'Mechs live; root cause (contract-reward spawner hardcoded 50t/medium) corrected to use the canonical chassis registry.
NARC blocks firing other weapons the same round (treated like TAG)
T-0031 · scene: Battle — weapons panel · Jun 14
Likely seen before today's fix. The mixed missile+direct volley fix is deployed — a NARC should now fire alongside your other weapons in one alpha. Please try again and let us know if it persists. | 2026-06-16: NARC reworked 2026-06-16 — it now fires as part of an alpha volley and acts as a missile beacon/magnet rather than blocking other weapons (on top of the earlier mixed missile+direct volley fix). Please confirm it fires alongside your other weapons now.
SRMs should be unguided
T-0030 · scene: Hub · client 0.2 · Jun 14
Plain SRMs already fire unguided (no sensor lock) — only Streak SRMs lock-on, which is canon. If a standard SRM required a lock, please note the 'Mech/weapon so we can repro. | 2026-06-16: Confirmed working as intended — plain SRM 2/4/6 (IS and Clan) fire UNGUIDED (no sensor lock required); only Streak SRMs lock-on, which is canon. Verified post-deploy. If a STANDARD SRM ever demands a lock, note the 'Mech/weapon and we'll repro.
Min Range issues with Clan weapons
T-0029 · scene: Hub · client 0.2 · Jun 14
The Clan-tech overlay shipped 2026-06-14 removes the minimum range on Clan autocannons/LRMs and corrects Clan weapon ranges in both the Mech Lab and combat. Please confirm the specific weapon reads right now. | 2026-06-16: Fixed by the tech separation — Clan LRMs and the Clan UAC/5 now have NO minimum range; the Clan UAC/2 keeps min range 2 and Gauss/HAG/artillery keep theirs (per TechManual). Please confirm the specific weapon now reads right.
Possible jump issue with water maps
T-0027 · scene: Hub · client 0.2 · Jun 14
Found it: jumping was being charged terrain + elevation movement cost, so a jump onto higher/rough ground could exceed the jump budget. Fixed — jumping now costs 1 jump-MP per hex and flies over terrain/elevation. Ships in tonight's release. | Shipped in the 2026-06-15 client build (live).
Hiring Hall issues
T-0025 · scene: Hub · client 0.2 · Jun 14
Same cause as the hired-pilot fix: newly hired pilots weren't available to assign until relog. Fixed — they now appear in the assign picker right away.
Sim Disco'd at 10:56 ET (Saturday)
T-0024 · scene: Hub · client 0.2 · Jun 14
Brief gateway blips line up with server deploys (the API restarts for a few seconds). We're batching deploys to off-hours to avoid interrupting play.
Heat scaling way off for Nova and Adder 'Mechs.
T-0023 · scene: Hub · client 0.2 · Jun 14
Same cause as the sphere-wide heat fix: double heat sinks were dissipating at half rate. Clan 'Mechs (incl. Nova/Adder) now cool correctly. Live.
Nova Prime all lasers are supposed to be in arms
T-0022 · scene: Hub · client 0.2 · Jun 14
Confirmed cause: weapon mount locations are correct in our data + the server maps them right; the battle weapons panel only falls back to a name heuristic (lasers -> torso) when a 'Mech's battle state was built from a loadout without per-weapon locations. Cosmetic only — doesn't affect firing or hit locations. Scheduled with a combat-data pass. | 2026-06-16c: FIXED + deployed. Nova Prime canon loadout corrected to 6 ER ML per ARM (was split 3+3 arms / 2+2+2 torsos) — derives arms 6 energy HP / torsos 0, lasers now all on the arms with no torso float. 0 customized Novas reset to canon.
Nova Prime model has extra gun barrels in chest
T-0019 · scene: Hub · client 0.2 · Jun 14
| 2026-06-16c: FIXED + deployed (same fix as #22). Nova Prime's 12 ER ML are now all arm-mounted, so no stray torso/chest barrels. Verified on dev (paper-doll + 3D), CO-approved.
Kit Fox model has some floating pieces
T-0018 · scene: Hub · client 0.2 · Jun 14
| 2026-06-16c: Dupe of #69 — same RogueTech re-skin torso float (KitFox). Fixed by the re-skin re-route; ships in tonight's build.
Hired pilots not appearing in the assign-pilot picker until relog
T-0017 · scene: Hiring Hall → Fleet Drawer (assign pilot) · Jun 14
Fixed: hire now refreshes the player's roster (heartbeat self-heal + instant local insert next build). No relog needed.
Friendly/enemy markers too faint when zoomed out
T-0015 · scene: — · Jun 14
Fixed — ships in tonight's client update. | Shipped in the 2026-06-15 client build (live).
Volume/audio settings didn't persist between sessions
T-0016 · scene: — · Jun 14
Fixed — ships in tonight's client update. | Shipped in the 2026-06-15 client build (live).
Market error "item not included in the list" when buying parts
T-0007 · scene: — · Jun 14
Parts and raw-materials purchases go through cleanly.
AI stripped player garrisons to stack giant fleets
T-0006 · scene: — · Jun 14
Defense floor now also applies to the AI's offensive muster path (ad-hoc strike forces) — each world keeps a minimum garrison. Staged for the next release.
Clan weapons were using Inner Sphere stats balance
T-0005 · scene: — · Jun 14
Clan Flamers, Ultra ACs, ER lasers and LRMs now use proper Clan-tech stats.
Couldn't invite allies without a formal alliance
T-0008 · scene: — · Jun 14
Open a coalition and budget allies in directly.
Mechs teleported to the wrong hex with 2+ players in combat
T-0009 · scene: — · Jun 14
Fixed a combat desync.
Joining an ally's drop could resolve the battle without you
T-0010 · scene: — · Jun 14
Your committed lance now deploys with them.
ARIA repeated the same pirate-hunt warning
T-0011 · scene: — · Jun 14
Warnings are now throttled.
Jump jets didn't increase jump range in the Mech Lab
T-0012 · scene: — · Jun 14
Fixed — ships in tonight's client update. | Shipped in the 2026-06-15 client build (live).
Floating mech status cards looked faded
T-0013 · scene: — · Jun 14
Fixed — ships in tonight's client update. | Shipped in the 2026-06-15 client build (live).
Buttons didn't clearly read as buttons
T-0014 · scene: — · Jun 14
Fixed — ships in tonight's client update. | Shipped in the 2026-06-15 client build (live).
Battles were getting stuck unresolved
T-0003 · scene: — · Jun 14
Stuck fights now resolve on schedule.
Mechs ran far too hot balance
T-0004 · scene: — · Jun 14
Double heat sinks were dissipating at half their rate — now correct.
unable to see unit details on mouse over
T-0002 · scene: Hub · client 0.2 · Jun 14
Fixed — tooltips now follow the cursor correctly at any resolution. Ships in tonight's client update. | Shipped in the 2026-06-15 client build (live).

🛠 In Progress 2

ATM conundrum
T-0213 · scene: Hub · client 0.92 · Jul 14
Thanks for the detailed write-up and the TRO reference — you've read the current ATM behavior accurately. We're aware ATMs don't model the full ER/STD/HE ammo modes with range-based damage scaling (and the HE no-minimum-range case), but there are no plans to implement a full ATM ammo system at this time. We're keeping your report on file in case we revisit it down the line. Appreciate the effort.
Osteon Configs
T-0183 · scene: Hub · client 0.81 · Jul 4
Acknowledged — shelving the Osteon configs for a dedicated variant pass later. It's on the list; thanks for flagging.

📋 Reported 26

Shadow Hawk IIc and Stooping Hawk Bugs
T-0240 · scene: Hub · client 0.92 · Aug 1
Busted Map
T-0238 · scene: Hub · client 0.92 · Jul 28
Missing Planets in / Near the Kerensky Cluster
T-0236 · scene: Hub · client 0.92 · Jul 26
Hammerhead stats
T-0234 · scene: Hub · client 0.92 · Jul 25
Streak LRM range off
T-0233 · scene: Hub · client 0.92 · Jul 24
Grand Summoner Variants
T-0230 · scene: Hub · client 0.92 · Jul 23
Additional Double HeatSink Bug confirmed
T-0228 · scene: Hub · client 0.92 · Jul 19
Tempest BattleMech
T-0227 · scene: Hub · client 0.92 · Jul 19
Map The Country 8 looks a bit off
T-0226 · scene: Hub · client 0.92 · Jul 19
AI keeps asking for Trials of Possession, but the planet it wants differs from the title-line
T-0225 · scene: Hub · client 0.92 · Jul 18
Confirmed — in the current Trial-of-Possession flow the declared world (the title line) and the world the AI actually negotiates for can drift apart. We're simplifying and reworking the whole diplomacy/trials system for 1.0, which replaces this flow entirely, so this will be resolved there. Thanks for the clear repro across multiple clans.
OmniMech Inconsistency
T-0224 · scene: Hub · client 0.92 · Jul 18
Haakon Magnusson
T-0223 · scene: Hub · client 0.92 · Jul 18
Good eye — Tor Miraborg was missing from the Free Rasalhague roster (his portrait was even shipped in the game, just no pilot behind it). Fixed for 1.0: he's restored as an FRR legendary hero, so you'll see him take the field alongside Christian Månsdottir. On Haakon Magnusson — he does legitimately drop in as the Free Rasalhague commanding officer (faction COs take the field in this sim, with an iconic pilot bonus), so running into him isn't a bug. But he's no longer the only FRR name you'll face. Thanks for flagging it.
Stalemate ends drop (approx 330 AM CST Luthien)
T-0216 · scene: Hub · client 0.92 · Jul 16
AI Trial of Possession for Eden
T-0215 · scene: Hub · client 0.92 · Jul 16
Thanks for the detailed report — you caught two real glitches in the Trial-of-Possession flow: the wrong Khan name and the world getting swapped mid-negotiation (Eden vs Lothan). Rather than patch the current negotiation, we're reworking and simplifying the entire diplomacy/trials system for 1.0, so this whole flow is being rebuilt and these confusions will be gone in that pass. Appreciate you flagging it.
Weapon Crit Hit bug
T-0214 · scene: Hub · client 0.92 · Jul 14
Balac VTOL artifact
T-0212 · scene: Hub · client 0.92 · Jul 14
Clan Weapons
T-0206 · scene: Hub · client 0.92 · Jul 12
Withdrawn units remain on map (ghosts)
T-0202 · scene: Hub · client 0.92 · Jul 12
Crossing water not working consistently
T-0200 · scene: Hub · client 0.92 · Jul 11
Plasma Cannons, Plasma Rifles, and Heavy Flammers
T-0199 · scene: Hub · client 0.92 · Jul 11
Sight lines near buildings may be off
T-0197 · scene: Hub · client 0.92 · Jul 10
Great catch — your screenshot pinned it exactly. Line-of-sight was tracing a single hex path, so a shot that ran right along the edge of that building got blocked even when you had a clear angle past it on the other side. That's the "sight lines near buildings feel off" issue you flagged. It's fixed in the 1.0 update: grazing shots past a building now connect, while solid walls — and targets genuinely behind a building — still block as they should. Thanks for the detailed report and the screenshot.
Next Page button missing in Mech Market?
T-0195 · scene: Hub · client 0.92 · Jul 10
Good catch — the "Next Page" button was getting suppressed in the Mech Market whenever a weight-class filter was active (it fell back to an old pagination path). Fixed for the 1.0 client update, so you'll be able to page through the full list again.
To hit % not appearing for Stream LRMs or ER Pulse Lasers
T-0194 · scene: Hub · client 0.92 · Jul 9
Suggestions
T-0191 · scene: Hub · client 0.92 · Jul 8
Gauss Rifle Minimum range doesn't apply to tanks
T-0190 · scene: Hub · client 0.92 · Jul 7
Syreen Ice
T-0187 · scene: Hub · client 0.81 · Jul 6