Bugs

This is an incomplete list of **Bugs** as of game version 1.141.

### Navarin, Intrepid and Fury do not show up in Shipworks

Self-explanatory. Even though they show up on the ship select screen when starting a new game. Adding them manually to the .seria file doesn't help.

Workaround: rebuild them from scratch.

### Multiple Prize Ships can lock combat

There can only be three AI ships in the air at any given time; on the other hand you need to destroy all non-Prize Ships to end combat. Therefore if all three ships in the air happen to be Prize Ships the combat will never end.

Workaround: If three Prize Ships are in the air you will have to destroy at least one of them to let combat ships in. Don't attack cities with three or more Convoys in them.

### Winning combat over a city you captured drops contents of Shipworks as Crash Site loot

If you win combat over a city(no actual combat needs to take place, i.e. it will still happen even if you capture a lone Prize Ship) then the contents of Shipworks store will drop as loot in the Crash Site. Because the amount of possible loot in a single Crash Site is limited this will cause you to lose most of the contents of the store. Items that cannot normally drop as loot in a Crash Site(i.e. hull/armor/fuel parts, engines, etc.) will be lost forever. On the plus side, you may be able to loot large stacks of valuable modules then instantly sell them back. Items that burn down will still appear in the store under weird names.

Workaround: Avoid combat in already captured cities. If an enemy fleet is incoming, move out to meet them; if a convoy sits in a city, wait for it to leave.

### Turbine sound persists after you switch fleets

Self-explanatory.

Workaround/fix: switch back to the fleet which started the turbine sound.

### Tarkhans sometimes don't leave after you piss them off

Sometimes Tarkhans will stay in the city even after you fail the recruitment minigame(suspected: if they look down on you which gives them a different reply when you fail) Exiting the city screen and entering again will then allow you to start recruitment process again as if nothing happened although they will keep their dislike count.

Workaround: don't do it.

### Hidden City generation

If a Crash Site leaves a fuel spot on the map, if you land a new ship on it(or if you just leave and come back again with the same ship) you will be able to enter it as if it was a Hidden City. You will still get the bonuses(+2 Morale, three stacks of gold/armaments) and be able to use its Shipworks, but there will be no Supply screen.

This can also occur in the location where you meet the Governor.

Workaround: don't click the big glowing "OPEN HATCH" button when you're not in a city.

### Double strategic map intel ping

Whenever you locate something using Intel(SG, TG, Convoy) there will always be two pings, one centered on the thing you located and one in the center of the map.

Workaround: none.

### Fast projectiles ignore armor/structure

Most reliably observed when LA-29s bomb Kormorans: they will chew their way through the fuel tanks in the middle then bombs will just "phase" through the thin bottom layer of hull/armor without actually hitting it. Hovewer it also applies to other fast projectiles - even Kh-15 cruise missiles have been observed to bypass side armor of ships they hit for example; the armor remains intact while anything beyond it is damaged.

Workaround: none.

### Tarantul ARM causes nuclear fallout in a Crash Site even if it doesn't carry nuclear missiles

Before Khiva, AI ships will never use nuclear missiles until you start using them yourself. Despite this, Tarantul ARMs(which normally carry Kh-15PN missiles) which can spawn as extras in Strike Groups on Hard difficulty will cause fallout hazard in crash sites.

Workaround: none.

### Borey is not airworthy if you make any changes to it

The moment you modify the ship in any way causing it to update itself, the side engines become obstructed and Shipworks displays Low Thrust warning(the ships can still fly though)

Workaround: none.

### *A Matter of Honor* event can point to the city you got it in

Self-explanatory. This makes the event impossible to complete.

Workaround: none.

### *A Rescue hostages* mission is impossible to complete

You assigned a mission to rescue hostages when you land in a city. In my case it was Signal City. Transport landing spot with question mark appeared on the map after scanning convoys. The enemy fleet there is described like landed and has 0 speed. But it is impossible to trigger the mission continue when your fleet arrives at the spot.

Possible causes:

* it takes too long to arrive to the spot;
* scanning convoys triggers the error;
* the enemy flew away while you tries to capture it but landing spot with question mark remained unchanged.

Workaround: not found.

### Lightnings(or ships in general?) can sometimes disappear after taking a city

Self-explanatory. Fortunately this seems to be an extremely rare bug.

Workaround: modifying the Lightning(s) in any way MAY prevent it from happening.