Posts by Nymir

    After 13.0.0-beta35 fixes, jump gates redirect properly after a jump is performed. However, the following issue still persists:

    Hover your mouse over the moon icon and select the jump gate option

    Observe that instead of opening the jump gate popup window, the game redirects to the "facilities" tab, but the jump gate popup window fails to open automatically.

    Bug Title

    [Facilities/Research] Condition allows upgrading Research Lab while research is actively running


    Account Nickname/ID

    Nymir / 109374


    Account Type

    Discoverer


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: Google Chrome Version 148.0.7778.179 (Official Build) (64-bit)

    Scripts/Extensions: No


    Steps to Reproduce

    Open the game in two separate browser tabs

    In tab 1, navigate to the Facilities menu.

    In tab 2, navigate to the Research menu.

    In tab 2 start any research project

    Switch to Tab 1 and click the upgrade button for the research lab.


    Expected Result

    The game should strictly block the research lab upgrade from starting. The server should validate the account's active state, refuse the build request, and display an error message such as "Research is currently being carried out."


    Actual Result

    Both actions are successfully processed and execute simultaneously. The research project runs while the research lab building upgrade is also active, bypassing the standard game restriction.


    Frequency

    Always (when utilizing multiple tabs)


    Evidence

    https://streamable.com/x5zmf4


    Screenshot_41.png

    Additional Notes


    I have thoroughly tested other combinations to check the scope of this validation bug, and the game functions correctly (blocks dual action) in the following scenarios:

    Starting the research lab upgrade first, and then attempting to start a research project (blocked correctly).

    Attempting the same tab-switching exploit with robotics factory / lifeform buildings (blocked correctly).

    Attempting the same tab-switching exploit with shipyard / ship construction (blocked correctly).

    Bug Title

    [Empire View] Planet/Moon sorting order is not saved to the server and "Reset sorting order" fails


    Account Nickname/ID

    Nymir / 109374


    Account Type

    Discoverer


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: Google Chrome Version 148.0.7778.178 (Official Build) (64-bit)

    Scripts/Extensions: No


    Steps to Reproduce

    Open the empire view

    Manually rearrange/drag and drop the positions of your planets or moons to change their sorting order

    Click on the "Reset sorting order" option. Nothing happens and the positions do not reset

    Exit the empire view

    Repeat the process again without using the "Reset sorting order" option

    Exit empire view - observe that the positions are reset and nothing is saved


    Expected Result

    When planets/moons are rearranged, the new sorting order should be saved automatically to the server database

    Clicking "Reset sorting order" should instantly revert the visual layout back to the default server sorting

    Exiting and re-entering the empire view should preserve the newly customized layout chosen by the player


    Actual Result

    Clicking "Reset sorting order" has no effect, planets/moons remain in their modified positions visually

    Exiting and re-entering the empire view completely resets the sorting order to the default state, meaning any changes made by the player are immediately lost


    Frequency

    Always


    Evidence

    Default position:

    Screenshot_36.png


    After positions are rearranged and "Reset sorting order" is clicked:

    Screenshot_37.png


    Additional Notes

    The root cause of this bug is highly likely that the newly chosen positions of planets and moons are not being saved to the server at all. That why "Reset sorting order" option has no effect (as the server's reference state has never changed).

    This also explains why the positions are always automatically reset back to the default layout every single time you exit and re-enter the Empire View, the game simply reloads the unmodified data from the server

    UPDATE: I managed to find a way to "unlock" the space dock menu window by clicking on the debris field icon in the fleet movement dialog. After that, I was able to recover my ships, and since then, the space dock menu has started opening normally again
    Evidence:
    https://streamable.com/rblx5i

    Nevertheless, space dock menu should never get locked or become unavailable to pop up

    Bug Title

    [Space Dock] UI desynchronization, and permanent lock-up


    Account Nickname/ID

    Nymir / 109374


    Account Type

    Discoverer


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: Google Chrome Version 148.0.7778.168 (Official Build) (64-bit)

    Scripts/Extensions: No


    Steps to Reproduce

    Lose solar satellites (e.g., via combat) causing the planet's energy to become negative

    Then space dock is marked as unavailable, and the full space dock menu fails to load entirely

    Build enough solar satellites to restore the planet's energy enough for space dock.

    Check the lower icon indicator for space dock (it switches back to available)

    Attempt to click on the space dock to open the menu and repair ships


    Expected Result

    Once the planet's energy is restored enough for space dock to be operative, the space dock menu should load properly, allowing the player to fully interact with it and repair ships normally


    Actual Result

    The space dock menu gets completely stuck. Even after restoring the energy to a fully positive state and the lower icon showing it as available, the main space dock menu refuses to load, and it is currently completely impossible to repair any ships. If I try to click on any other facility and then on the space dock, an infinite loading loop occurs. The component is permanently locked


    Frequency

    once the specific triggers occur


    Evidence

    https://streamable.com/735p92

    https://streamable.com/rf5pv8

    Full energy restored - pozitive energy:

    https://streamable.com/c7aks8


    Additional Notes

    On that specific planet and his moon my fleet was destroyed 2 or 3 times before...

    Bug Title

    [Chat section] Infinite loading circle appears after sending a circular alliance message


    Account Nickname/ID

    Nymir / 109374


    Account Type

    Discoverer


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: Google Chrome Version 148.0.7778.168 (Official Build) (64-bit)

    Scripts/Extensions: No


    Steps to Reproduce


    Send a circular message to the alliance members

    Loading circle that appears under the chat section

    Refresh the page (F5) or log out of the account completely and log back in

    Return to the chat section and observe if the loading circle is still present


    Expected Result

    Loading animation should disappear immediately after the message is send


    Actual Result

    After the message is sent, a loading circle appears underneath the chat section and spins indefinitely. This loading circle is persistent, it remains stuck on the screen even after refreshing the game, and it continues to spin even after logging out and logging back into the account.


    Frequency

    Always (permanently stuck after the action)


    Evidence

    messages.png

    Additional Notes

    Please note that this infinite loading behavior occurred specifically right after I sent a circular alliance message. I am currently unsure if this also happens when sending a regular, single chat message, or if it is strictly tied to the broadcasting function.

    Bug Title ️

    [Galaxy View] Espionage report shortcut fails with "An error has occurred!" popup


    Account Nickname/ID

    Nymir / 109374


    Account Type

    Discoverer


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: Google Chrome Version 148.0.7778.168 (Official Build) (64-bit)

    Scripts/Extensions: No


    Steps to Reproduce

    Ensure you have an existing espionage report in your inbox for a specific planet or moon.

    Open the "Galaxy" view and navigate to the solar system of that specific planet/moon.

    Hover your mouse over the planet/moon icon to bring up the shortcut menu.

    Click on the shortcut espionage report to open the latest report for that particular planet/moon


    Expected Result

    A shortcut popup window should open, correctly displaying the content of the last espionage report received from that specific planet or moon.


    Actual Result

    Instead of showing the report, a popup window opens containing only the error message: "An error has occurred!".


    Frequency

    Always


    Evidence

    Screenshot_25.pngScreenshot_26.png

    Bug Title

    Missing espionage reports for Position 16 (Deep Space) and abandoned moons


    Account Nickname/ID

    Nymir / 109374


    Account Type

    Discoverer


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: Version Google Chrome 148.0.7778.168 (Official Build) (64-bit)

    Scripts/Extensions: No


    Steps to Reproduce

    Scenario A (Deep Space):

    Send an espionage probe on an espionage mission to position 16 (Deep Space) in any system.

    Wait for the fleet to reach the destination.

    Check the messages inbox for any reports or confirmation.


    Scenario B (Abandoned Moon):

    Locate an abandoned moon

    Send an espionage probe to spy on that specific moon.

    Check the messages inbox for the espionage report.


    Expected Result

    Position 16: a message/report should be generated when the fleet reaches deep space


    Abandoned Moon: An espionage report should be generated on the abandoned moon


    Actual Result

    In both cases, no message or report is generated at all. The fleet reaches the destination and returns (or stays), but the player's inbox remains empty, providing no feedback on the mission's outcome.


    Frequency

    Always


    Evidence

    https://streamable.com/ps3q4f

    Additional Notes:

    Also, I noticed that I cannot generate any activity, spy reports, attack report, or any interaction with the account "Cpt Jack Sparrow" at [1:84:10]. I am unsure if this account is bugged, stuck in a deletion phase, or if the object exists in the galaxy view without a proper backend entry, but it remains visible while being non-interactive.

    Bug Title

    UI redirect issues with jump gate. Popup window fails to open automatically and missing automatic redirect after jump


    Account Nickname/ID

    Nymir / 109374


    Account Type

    Discoverer


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: Version 148.0.7778.168 (Official Build) (64-bit)

    Scripts/Extensions: No


    Steps to Reproduce

    Go to a moon that has a jump gate built

    Hover your mouse over the moon icon and select the jump gate option

    Observe that instead of opening the jump gate popup window, the game redirects to the "facilities" tab, but the jump gate popup window fails to open automatically.

    Manually open the jump gate popup in facilities tab, select a destination moon and a fleet, and execute the jump

    Observe which moon is selected in the UI after the jump is completed.


    Expected Result

    Hovering over the moon and select jump gate should open facilities and open jump gate popup window automatically. After executing a jump, the game should automatically redirect the user's view/active selection to the destination moon (where the fleet just arrived), as per standard ogame mechanics.


    Actual Result

    The game redirects the user to the "facilities" tab without opening jump gate popup window automatically.

    After the jump is finished, the active selection remains on the origin moon (the one the fleet just left), requiring a manual switch to the destination moon.


    Frequency

    Always


    Evidence

    https://streamable.com/mhlcpg

    Bug Title

    Missing activity marks after espionage and incorrect activity trigger on transport return


    Account Nickname/ID

    Nymir / 109374


    Account Type

    Discoverer


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: 148.0.7778.168 (Official Build) (64-bit)

    Scripts/Extensions: No


    Steps to Reproduce

    Scenario A (Espionage):

    Send an probe to spy on a target planet or moon

    Observe the target coordinates immediately after the espionage report arrives


    Scenario B (Transport Mission):

    Send a Fleet on a "Transport" mission from Planet A (Origin) to Planet B (Destination)

    Wait for the fleet to reach Planet B, unload the resources, and initiate the automatic return trip back to Planet A.

    Observe the activity marks on both Planet A and Planet B at the exact moment of the arrival/unloading.


    Expected Result

    Espionage: An espionage action should instantly trigger a visual activity mark (*) on the spied planet/moon.


    Transport: Following the public OGame mechanics, when a transport reaches its destination and begins its return flight, an activity mark should be triggered simultaneously on both the destination (Planet B) and the origin (Planet A).


    Actual Result

    Espionage: No activity mark is displayed on the target planet or moon after the espionage action is completed.


    Transport: The activity mark appears only on the destination (Planet B) where the resources were delivered, while the origin location (Planet A) shows no activity at all when the fleet turns around, differing from how the mechanic worked in previous versions.


    Frequency

    Always

    Evidence

    Espionage video:

    https://streamable.com/4s83a1


    Transport video:

    https://streamable.com/dfi727


    Additional Notes

    Bug Title ️

    Visual bugs: Negative energy shows double minus ("--") in empire view & full food storage is highlighted in red instead of green


    Account Nickname/ID

    Nymir / 109374


    Account Type

    General


    Device & Environment

    Device: PC

    OS: Windows 10

    Browser: Google Chrome Version 148.0.7778.97 (Official Build) (64-bit)

    Scripts/Extensions: uBlock Origin Lite


    Steps to Reproduce

    Ensure at least one planet has a negative energy balance

    Ensure at least one planet has a full Lifeform food storage (maximum capacity reached)

    Navigate to the Empire View page.

    Observe the Energy row/column for the planet with negative energy

    Observe the Food display/storage status for the planet with full food


    Expected Result

    Negative energy should be displayed with a single minus sign (e.g. -8).

    When the food storage is full, the food text/icon color should follow the standard ogame UI convention and turn green (indicating a full/completed status)


    Actual Result

    Negative energy is displayed with a double minus sign (e.g., --8).


    When food storage is full, the food resource text turns red, which mistakenly implies a shortage or negative production instead of a full storage.


    Frequency

    Always


    Evidence

    energy.pngfood.png

    Bug Title

    Fleet Movement - Missing "Recall Latest" button and no visual highlight for the last sent fleet

    Account Nickname/ID

    Nymir / 109374

    Account Type

    General

    Device & Environment ---------------------------------------------------------------------------------------------------------------------------------------------------------

    • Device: PC
    • OS: Windows 10
    • Browser: Google Chrome Version 148.0.7778.97 (Official Build) (64-bit)
    • Scripts/Extensions: uBlock Origin Lite

    Steps to Reproduce ------------------------------------------------------------------------------------------------------------------------------------------------------------

    1. Send two or more fleets on a mission.
    2. Navigate to the Fleet -> "Fleet Movement" (Fleet dispatch overview) page.
    3. Observe the top right corner of the fleet movement container where the "Recall Latest" quick-button should be located.
    4. Observe the fleet row of the most recently sent fleet in the list. The button with the arrow should be highlighted for the latest dispatched fleet

    Expected Result ------------------------------------------------------------------------------------------------------------------------------------------------------------------

    1. The "Recall Latest" shortcut button should be visible and functional in the designated corner of the Fleet Movement screen.
    2. The directional action arrow for the very last sent fleet should be highlighted with a distinct color to easily distinguish it from older active fleets.

    Actual Result

    1. The "Recall Latest" button is completely missing from the screen.
    2. The last sent fleet has the exact same visual styling and arrow color as all other fleets, making it hard to identify without manually checking the timestamps.

    Frequency

    Always

    Evidence

    Recall latest.png