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[BUG REPORT] Demolior Impact Countdown Incorrectly Set to ~10 Cycles Instead of Minimum 50 Cycles


Hoang1941991
  • Branch: Live Branch Version: Windows Known Issue

The Demolior incoming planetoid event is showing an impact countdown of approximately 10 cycles, even though the game settings specify a minimum of 50 cycles before impact. This makes it impossible to prepare and destroy the Demolior as intended in normal gameplay.

 


Steps to Reproduce

image.png.a7fc9ee087cb1d4769ded519a30cb14e.png
 

When starting a new game or loading a save, the Demolior incoming planetoid event appears with a countdown timer of approximately 9.8 cycles until impact.

According to the game settings and expected mechanics, the Demolior event should provide a minimum countdown of 50 cycles or more, allowing the player enough time to:

  • Research necessary space technologies

  • Build rockets

  • Reach and destroy the Demolior

  • Prepare colony defenses

However, with only ~10 cycles available, it is impossible to complete the required preparation, especially at the start of a new colony.


Expected Behavior

The Demolior event countdown should respect the configured minimum value in the game settings, which is at least 50 cycles, or match the intended gameplay progression timing.


Actual Behavior

  • Demolior appears immediately at cycle 1

  • Countdown shows only ~9.8 cycles until impact

  • Colony has no realistic chance to respond or prepare

  • Makes the scenario effectively unwinnable


Steps to Reproduce

  1. Start a new game

  2. Enable Sandbox mode

  3. Observe the incoming Demolior event

  4. Countdown appears at approximately 10 cycles instead of ≥50 cycles


Screenshot Evidence

(Attach the screenshot showing Demolior countdown at 9.8 cycles)


Possible Causes

This issue may be related to:

  • Sandbox mode affecting event timing

  • Scenario configuration not applying correctly

  • Game initialization bug

  • Custom or corrupted world generation settings


Impact

This bug significantly affects gameplay balance and prevents proper interaction with the Demolior event, especially in early-game scenarios.


Request

Please investigate whether the Demolior countdown timer is incorrectly initialized or ignoring configured minimum values.




User Feedback


Changed Status to Known Issue

This is the intended behavior on the lab version of the prehistoric start, where the intention is to have a mad scramble to survive rather than destroy demolior (though I have no doubt someone will manage to find an exploit/bug/etc). With practice the start is survivable but is relative to other starts in the game quite challenging, and challenging in a novel way.

(The known issue here is that the difficulty slider for impact time is not relevant to the lab challenge start)

  • Haha 1

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