Would like to report glitches found by me recently as well as offer a suggestion. Some glitches you may be aware of, again, and sorry if a double report comes up.
First I'd like to describe the more important bugs.
- This one is an old glitch from the core game (which should be fixable since I remember it being fixed at least in Alien Armageddon mod): when in the shrunk state, Commanders can regain their usual AI behavior if you do some damage to them. The amount of damage seems random to me, most often it occurs when using explosive weapons on them. Basically, they start going around slicing you and firing rockets at full damage while being tiny as hell, can't grow back, and you can't stomp them, only kill them with regular weapons (their health going back to full). Unsurprisingly, they become a real pain in the ass to deal with. I'm also pretty sure you've come across this bug yourself (tho I might be wrong).
- A problem with the MTA upgrade for Devastator. It can be reproduced if you play an episode and go between levels. Basically, if you keep the MTA turned on and go to a subsequent level which takes away your weapons at the start, upon picking up the Devastator (without picking up the upgrade) it'll retain the upgrade (while having regular Devastator sprites), and you won't be able to turn it off until having found another MTA upgrade again. I'm not sure if it affects any other upgrades offering switchable fire modes (like Chaingun rotary upgrade).
- Tazed enemies can't be shrunk normally. Upon taking a shrink blast hit, the enemy will decrease in size only partially. This can be done seemingly twice or thrice, and then they'll stop getting shrunk at all. After that, they can't be shrunk, they'll just retain the decreased size (about twice smaller than normal). It seems to affect all enemies that can be shrunk (hence no small or big bosses, pig tanks and recon flyers, Sentries, Protector Drones or Slimers).
- This one is sorta connected to the previous glitch. Certain enemies under certain negative effects seem to have shrinking problems: liztroops, pigs and commanders sometimes can't be shrunk while poisoned or on fire. I've noticed that it may have something to do with the damaging effect of fire/poison. Essentially, if a shrink blast hits the enemy exactly at the moment when it receives damage from a respective effect, it does nothing. Liztroops/Captains here are less of a problem cause they die very quickly from fire/poison. Pigs receive damage from fire/poison at a decreased frequency, about the one of Commanders (from what I gather) so there's a better chance of timing the shrinker hit well, so they might not be much of a problem too. In Commanders' case, on the other hand, the aforementioned old glitch comes into play, so they sometimes can't be shrunk at all while on fire/poison, but if you do succeed to initiate the shrinking process, they'll either stop decreasing amid or get shrunk completely and then may or may not regain their usual AI (while poison/fire is still doing damage), the latter resulting in fighting those tiny-but-super-potent assholes again. Also, as far as I've observed, the normal behavior you intended for shrunk enemies on fire/poison is simply get shrunk no matter what and then instantly die from the negative effects (as happens to enforcers and octabrains). So I suppose you would want to make other enemies I mentioned earlier behave this way as well.
Now about the minor things.
- Ooze shells can still be collected even at full ammo.
- Hazard Suit and Scuba Gear HUD graphics disappear during keycard insertion animations.
- Singularity charges can't be fired when Shrinker's mag is empty (unsure if it's a glitch or intentional).
- Protector Drone limbs create a red blood pool upon fully stopping (see Attachment #1). It doesn't affect heads or those gibs that are present in the vanilla game (eyes/jaws/viscera etc.) Their wall blood splatters are also red with a strange green outline to them (see Attachment #2). On another note, Slimer Eggs' wall blood splatters are also red (I think they are supposed to be green).
- Green gibs (Slimer Eggs or Protector Drones) leave red blood splatters on walls too.
- Ooze wall decals (appering from firing Ooze Launcher's alt fire) can be destroyed (they just disappear upon damaging them) and leave red wall blood splatters too.
- Tripmines can be selected again even if at zero if you have the remote mode set; if you switch to either of the other modes (or use up the last mine in either of those modes), you can't select it again. Also, not sure if it's a glitch but both Tripmines and Proximity Mines remain in the weapon selection HUD even if depleted fully.
- If you have an uneven photon cell amount in the reserve, firing Battlelord Minigun and depleting the ammo will cause the graphic of ammo reserve to disappear from the HUD, affecting all laser weapons, until you pick up some ammo again (see Attachment #3). Another thing, when trying to reproduce this, the Minigun will stop firing exactly upon ammo dropping to 1, but then you can press and hold the primary fire button again and it will fire the last round left, resulting in the glitch. So, as a side thought, this (and the fact Battlelord Minigun uses 2 rounds per shot) leads me to believe that you shouldn't even be able to fire the one last round at the end.
And the list has finally come to an end.
I also got a suggestion: it would be handy if we could remove installed Tripmines from the walls and take them back like Proximity Mines (when in laser or remote mode, tho it could potentially work with the timed mode too). Also, the ability to install them on floors/ceilings sounds good to me.
Well, that's all so far. Let's hope I won't come across any more glitches in the near future.